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GAMES FOR BOYS 



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BY ) 

. srRiipLEY 



BOY SCOUT EXECUTIVE 

of 
HARTFORD, CONN. 




NEW YORK 
HENRY HOLT AND COMPANY 

1920 






Copyright, 1920 

BY 

Henry Holt and Company 



//X: 



S)CI.A604328 



m d'^ --^0 



/iA^ 



ACKNOWLEDGMENTS 

Acknowledgments are especially due to 
'' Games for the Playground, School and Gym- 
nasium " by Miss Jessie H. Bancroft, published 
by The MacMillan Company; '' Camp and Out- 
ing Activities " by F. H. Cheley and G. Cornelius 
Baker, published by the Association Press; and 
*' Community Recreation " by George O. Draper, 
published by the Association Press. 

In a lesser degree to the following: 
''325 Group Contests for Army, Navy and 

School," W. J. Cromie, The MacMillan Co. 
'' Supplement to Physical Recreation," George O. 

Draper, Assn. Press. 
"One hundred and fifty gymnastic games," Bos- 
ton Normal Alumni, George H. Ellis Co. 
"Handbook of Boy Scouts of America," Boy 

Scouts of America. 
" Indoor and Outdoor Gymnastic Games," A. M. 

Chesley, American Sports Publishing Co. 
" Camping for Boys," H. W. Gibson, Association 

Press. 
" Canadian Boy Scout Handbook," McClelland 

& Stewart. 

iii 



iv ACKNOWLEDGMENTS 

*^ Outline in Games and Mass Competition/' 

Minneapolis Public Schools. 
*' Games and Dances," Wm. A. Stecher, John 

Jos. McVey. Phila., Pa. 
''War Games," Elmer Berry, O. L. Fritsch & 

C. B. Affleck, Seminar Press. 

It is recommended that every student of games 
read these excellent books. 



FOREWORD 

Today there is a wide-spread and very whole- 
some interest in recreation, No longer is the 
problem that of stirring up the interest of the 
American people. They already have it. The 
need now is for a varied and attractive recreation 
program. We need original suggestions and pro- 
grams that are practicable, clearly defined, and 
easily understood and adaptable to the great out- 
doors. We have been inclined in the past to do 
too much indoors. We must try all that we can 
to cultivate a love on the part of the American 
youth for out-of-door life. 

Our games must be simple, happy, social, and 
yet physically active. We must find activities 
adaptable to age, strength, and sex. We must 
learn how to handle large numbers. Our games 
must not be over-fatiguing. They must have 
rich psychological content so that they will be in- 
tensely interesting and compelling. We need 
those forms of physical entertainment which re- 
quire very little in the way of equipment. 

This book helps in a very vital way to meet 
some of these desirable requirements. There are 



FOREWORD 

very many helpful suggestions contained herein 
which can be utilized by existing agencies, such as 
Young Men's Christian Associations, boys' clubs, 
Boy Scouts, and the public schools. The book 
should have, and I am sure will have, a wide 
usage. 

Geo. J. Fisher, M.D. 
Deputy Chief Scout Executive 



CONTENTS 



CHAPTER 



PAGE 



I CIRCLE GAMES i 

II OPPOSED LINE GAMES .... 15 

III TAG GAMES ........ 34 

IV QUIET GAMES . 39 

V MISCELLANEOUS GAMES . . . 44 

VI RELAY AND OTHER RACES ... 70 

VII STALKING AND SCOUTING GAMES 97 

VIII CAMP STUNTS AND WATER 

SPORTS 131 

IX MIMETIC SETTING-UP EXERCISES 161 

X CONTEST AND EXHIBITION 

EVENTS ......... 178 

XI CAMPING NOTES , 219 



INTRODUCTION 

The value and significance of games is seldom 
appreciated by those who play them. 

Physical development and poise through the 
necessary exercise are obvious benefits. In ac- 
tive games the whole body is kept in motion, and 
the large groups of muscles are thoroughly used. 
The alertness and correlation between mind and 
muscles develops poise, while skill and judgment 
are won unconsciously. 

The mind is thus developed and tuned with 
the body. Educators are favoring more and 
more the system of '* learn by doing." A sur- 
prising number of academic subjects may be 
taught by games and contests. Technical sub- 
jects may be practised in this manner, thus com- 
bining the value of learning how with all the 
physical and character-building virtues of recrea- 
tion. 

And character building is not the least of the 
virtue of a good game. Team work and con- 
tact with the other players wipes away diffidence 
and awkwardness. Properly played games de- 



INTRODUCTION 

velop courage, initiative, generosity, coopera- 
tion, cheerfulness, loyalty, obedience, alertness 
and sense of honor. And so that elusive and 
easily recognizable something which we call char- 
acter is builded. *^ Play the game fairly," must 
be the keynote in order to accomplish this char- 
acter development. 

In thus helping our youth toward a well 
rounded physical, mental and moral personality, 
our games are building a better type of citizen, 
and preparing him for the responsibilities of life. 
Habits of good sportsmanship and conduct in- 
culcated on the playground will continue all 
through a boy's life. We are shaping our citizen- 
ship by our sports. Some one has said, '^ I can 
judge a man's character by what he finds to laugh 
at." This might be paraphrased to '' I can 
judge a person's character by the way he plays 
the game! " And so with the games of a na- 
tion. 

The bloody sports of the Roman amphitheater, 
the cock fights of Mexico, and the Spanish bull 
fights are indications of decadence. Compared 
with these, our American game of baseball is a 
sane and healthful pastime. Its weakness indi- 
cates, however, a national failing — the tendency 
toward commercialization. 

We must have our games uncommercialized. 



INTRODUCTION 

unprofessionalized, and available to large 
groups. Our games must be of the right sort, 
in order that the surplus energy of our youth 
may be well directed; so well directed that the 
Young American will attain the ideal of the 
Scout Oath — '^ physically strong, mentally 
awake, and morally straight." 

Let us consider what constitutes the right sort 
of game. A good game must have playing value. 
If the players do not vote it a good game, it isn't 
— in spite of all the theoretical value it may 
have. It should preferably be active. It should 
be playable for a fairly large group at one time. 
It should require little apparatus, and its rules 
should be simple and definite. And if possible 
it should be available for play in the out-of-doors. 

This book is a compilation. Some of the 
games are original and many are adaptations de- 
signed to increase their playing value. The 
games included are for players of the adolescent 
and post-adolescent age. An attempt has been 
made to include only those games which fulfill the 
requirements suggested for those really meritori- 
ous, hundreds of games being rejected during the 
compilation. 

The material herein should be helpful to : 

Boy Scout Leaders 

School Physical Directors 



INTRODUCTION 

Camp Directors 

Gymnastic Leaders 

Leaders of Girl Scouts a.nd Campfire 
Girls 

Y. M. C. A. Secretaries — Physical and 
Boys' Departments 

Playground Directors 

Boys' Club Directors 



FORMATION FOR GAMES 

Files 

For relay races and some games it is desirable 
to get the players into a series of files. Form 
in line by height with the tall players on the right 
and count off. If three files are wanted count off 
by threes, if four files are wanted count off by 
fours, etc. Have the No. i men step forward 
three paces, the No. 2 men two paces, and the 
No. 3 men one pace. Have all right face and 
march forward, the front man of each file halting 
on the starting line. Make sure there is the 
same number of men in each file. 

Opposed Lines 

Form in line by height, the tall men on the 
right. Count twos and have the No. 2 men 
march across the room and about face. 

Circle Formation 

Form in line by height and count twos. 
(This is in preparation for games where the men 
double up or where one carries another.) Have 

xiii 



xiv FORMATION FOR GAMES 

the line right face and let the leading man march 
in a circle. Close the end and shape the circle by 
grasping hands. 

Another way is for the leader to stand in a 
central position and say, '' Form a circle around 
me, grasping hands ! " 

Shuttle Relay Formation 



a series of files as for a relay race. I 
inter of each file and march those in 



Form in 
Find the center 
front of this across the floor and about face 
them. 

Another way is to take every other file, march 
it across the floor and countermarch back so that 
the original leader (the tall man) is facing the 
tall man of the adjoining file that was not moved. 

A Great Convenience 

The director will find a good whistle to be of 
great assistance where the group is large. Not 
only does this call the boys quickly to attention, 
but it may also serve as a signal in many games. 



Using the Whole Group 



In many excellent games the boys are elimi 
nated a few at a time, in order to determine the 
winner. This introduces the problem of what to 



1 



FORMATION FOR GAMES xv 

do with those who are eliminated — a group 
whose numbers grow rapidly. They are liable to 
be a source of disorder, making it hard to keep 
the original game going. 

One solution is to start another game with 
those men who are eliminated, thus keeping every- 
body in action. With very large groups several 
games may be run off in this manner at the same 
time, an older boy being assigned as director of 
each game. 



CHAPTER I 
CIRCLE GAMES 

Bear in the Pit 

The bear, who is established in the center of 
a circle, does his best to climb over or under the 
clasped hands of those forming the circle.. He 
does not try to break through, however. If he 
gets out, a chase ensues, and the first one to catch 
him acts as the bear next time. 

Blindman's Buff 

Calls for a high degree of observation, and 
develops this valuable quality. The man in the 
center of the circle is It, and must be blindfolded. 
The others circle about until he calls, *' Stop." 
He then tries to locate and identify by sense of 
feeling, one of the players in the circle. These 
may twist and stoop, but must not move their 
feet. If It identifies a man correctly, he is It. 
If not, the same man is It again. 

Variation, When the circle stops, the man 
who is in the center points at a player and 
names some animal. The player pointed at must 



2 CIRCLE GAMES 

give the call of that animal correctly, and in his 
natural voice. The blindman guesses who it is, 
if he can. 

Variation. For Scouts, the man in the center 
points at a player and names any number from 
one to twelve. The man pointed at must respond 
instantly with the corresponding Scout Law. For 
instance, if the blindman says, '' Three," the man 
at whom he points must respond with, ^' A Scout 
is Helpful." If the player replies with the 
wrong Law or if the blindman guesses who is 
speaking, the man pointed out is It. Disguising 
the voice is not permitted. 

Bronco Tag 

A circle is formed two deep, the rear man 
grasping his partner about the waist. There are 
two extra men, a runner and a chaser. The run- 
ner tries to stop in front of any of the pairs and 
thus become immune from tagging, and he is as- 
sisted by the front man of each pair who tries 
to clasp him about the waist. The rear man of 
each pair, however, does his best to spoil this by 
swinging his partner to one side or the other so 
that he cannot catch hold of the runner. If the 
runner establishes himself in front of a couple 
the third man becomes the runner, as in the game 
Three Deep. 



CIRCLE GAMES 3 

If the chaser tags his man he quickly gets In 
front of some one, as he is subject to being tagged 
back. 

Bull in the Ring 

The bull tries to break out of a circle of clasped 
hands, and if successful is chased by all. The 
man who catches him is the bull next time. 

Variation. Only the two through whose hands 
the break is made do the chasing. 

This game differs from Bear in the Pit in that 
the bear goes over or under the clasped hands, 
while the bull breaks through. 

Catch the Staff 

The players form in a large circle with the one 
who is It in the middle. He holds a staff verti- 
cally and lets go of it, at the same time calling out 
a number. All the players are numbered, and 
the one whose number is called must catch the 
staff before it strikes the ground. If he misses 
he is It next time, but if he succeeds the same man 
is It again. 

Experiment will show the size of the circle to 
obtain the best playing value from the game. 

Change Places 

All the players are numbered, and form in a 
circle with a blindfolded man in the center, as in 



4 CIRCLE GAMES 

Blindman's Buff. He calls two numbers arid the 
men named must change places immediately. 
The blindfolded one tries to tag either as they 
make the exchange. 

It may be decided that the man in the center 
may call out three or four numbers instead of 
two. This livens up the game somewhat. 

Circle Ball 

As usual, the man who is It stands inside a 
circle. Those comprising the circle pass from 
one to another a basket ball or similar object. 
The game may even be played with a boy's cap. 
The man in the center tries to touch the ball, in 
which case the last one who touched it is It. 
Those in the circle may not move their feet or 
break the circle. If the ball goes outside, the 
director will throw it back again. 

Variation, The ball, instead of being thrown 
indiscriminately, must be passed to the next man 
on the right or left. 

Variation, The ball must be bounded on the 
floor instead of thrown. 

Circle Lock Tag 

A circle is made and the men pair off with arms 
locked. There are two odd men, one running, 
the other chasing. The runner locks arms when 



CIRCLE GAMES 5 

he can, this making the former partner the run- 
ner. If the chaser tags his man he must quickly 
lock arms, as otherwise he may be tagged back. 

This game is similar to Lock Tag except for 
the circle formation, which restricts the game to 
one section of the field. 

Circle Race 

Form a circle facing inward and give the com- 
mand, '' Right face." This will bring the play- 
ers in file formation. At the word of command 
all the men will start to run, each man trying to 
pass the man in front of him, running to the right, 
outside the circle. If a player passes another and 
can slap him on the chest, the man who was passed 
is out of the race. 

Suddenly the director calls, *' To the rear," 
when all stop and run the other way. Those who 
remain in the circle for two minutes are the win- 
ners. 

Circle Stride Ball 

A circle is formed, foot against foot, with the 
feet of each man well spread apart. The man in 
the middle tries to throw a basket ball or volley 
ball between the legs of the players in the circle. 
They may not move their feet to prevent this, 
but may stop the ball with their hands. If one 
of those in the circle allows the ball to go between 



6 CIRCLE GAMES 

his feet, he is It. Until the ball is thrown the 
players must keep their hands on their knees. A 
man who breaks this rule is It. 

Channel Tag 
All players of the circle face in one direction 
with the feet spread well apart. A large ball is 
passed from one man to another between the legs, 
the object being to keep the man in the center, who 
is It, from touching the ball. If he does touch 
the ball, the last man who touched it must take his 
place. 

Circle the Blind Bear 

A circie forms, with the bhnd bear in the cen- 
ter. He is blindfolded, and is armed with a 
rolled-up newspaper, a boxing glove, or anything 
to serve as a soft club. The men of the circle 
try to touch him, calling out, *' Blind bear." He 
vigorously fans the air in an attempt to strike 
some of his tormentors. When the bear touches 
a man, that man must act as the bear. 

Dodge Ball 

Even sides are chosen, and one side forms a 
large circle with a yard or more between players. 
The circle should not be broken. Those on the 
other team take their places inside the circle and 
prepare to dodge. The men on the outside try 



4 



CIRCLE GAMES 7 

to hit the others with a basket ball, the men who 
are hit coming to the outside, being out of the 
game. 

When all have been hit the teams change places, 
the winning team being the one which it takes the 
longest to eliminate. 

Variation. When a man is hit he gets in the 
outside circle and helps to put out the others. 
This gives more men a chance to play, but pre- 
vents fair team scoring. 

Fox AND Geese 

A snow game, but may be played in the gym- 
nasium by making the trails with chalk. There 
are two concentric circles with several diameter 




Extra (3oo5e 



FOX AND GEESE 



S CIRCLE GAMES 

lines crossing these. Each place where the lines 
touch the outer circle is a goal of safety for the 
geese. The center is the place from which the 
fox starts. There is one less goal than there are 
geese, the extra goose being on the rim at the 
start of the game. The fox tries to tag a goose 
while he is off the goal; any goose being so tagged 
becoming the fox. 

Both fox and geese may run anywhere along 
the lines, whether around the circle or across it. 

Hop Ball 

A circle at least 12 feet in radius is formed, 
and this is marked by each player drawing a line 
in front of him. An eighteen inch circle is 
marked in the center for the man who is It. The 
object of the game is to hit the man in the center 
below the knees with a basket ball, or to make him 
step out of the circle. Any player succeeding in 
this may act as the center man. Care must be 
taken not to step inside the bou'ndary of the large 
circle. 

Variation. The center man has a light bat 
which he holds with the butt down to protect his 
legs. He may not move his feet to dodge, but 
bunts the ball with the bat. If the batted ball 
is caught on the fly the catcher is the center man. 
Otherwise the above rules hold good. 



CIRCLE GAMES 9 

Jump the Shot 

An interesting jumping game. The players 
form a circle round a man in the center who 
swings a rope with a weight on the end, gradually 
paying out the rope. A bag of sand is suggested 
as a good type of weight. 

As the rope swings around the circle, a foot or 
two from the floor, the men in the circle try to 
jump over it, and this is continued until some one 
misses. He then replaces the man in the center. 

Variation. Those who miss are out of the 
game. The last man to miss is the winner. 

'Master of the Ring 

All the players group themselves together, and 
a chalk circle is drawn about one yard outside of 
the group. Each player folds his arms, hops on 
one leg, and tries to shoulder the others out of 
the ring. Any man unfolding his arms or putting 
down his foot is out also. The Master of the 
Ring is the one who stays in the longest. 

Mount Ball 

For Mount Ball the players pair off by size, 
there being two equal teams — horses and riders. 
They forrn a circle; the riders being held pick-a- 
back by the horses. A basket ball is tossed 
around the circle by the riders, the horses doing 



lo CIRCLE GAMES 

everything possible short of moving their feet 
to prevent the ball being caught. 

When the ball is missed, all the riders dis- 
mount and run. All the horses stand fast and 
assume a squatting position except the horse 
whose rider missed. He gets the ball and shouts, 
*' Halt." He then tries to hit any rider with 
the ball, the riders being allowed to dodge without 
moving their feet. If he misses, the game goes 
on as before, but if he hits a rider, all the horses 
become riders and the game continues. 

• Poison 

Three Indian clubs are arranged on the floor 
about 1 8 inches apart. The players form a circle 
around these, each man gripping his right-hand 
neighbor's left wrist with his right hand. Thus 
it will be seen that if the circle breaks the director 
can instantly tell who let go. 

The object of the game is to pull and crowd 
some one onto the clubs so that they will be 
knocked over. Those who let go or knock down 
any clubs are out of the game. It is a good plan 
to start another circle of those who are elimi- 
nated, thus keeping every one busy. 

Variation. A chalk circle or one large club 
may be used if desired. 



CIRCLE GAMES ii 

Variation, Use one club for each player, and 
when a man Is out he takes a club with him. 

Variation, For the out-of-doors a stick may- 
be placed in the ground, lightly, so that it may 
easily be tipped over. This should be three feet 
or more in height, for if it is low enough to jump 
over it may cause accidents. 

Scout Tag 

Two odd men run around outside the circle. 
One is It and the other is the runner. The play- 
ers stand about a yard apart, and the runners run 
clockwise. When the runner wants to evade the 
chaser he simply steps into the circle and then the 
man at his left becomes the runner. The game is 
somewhat similar to Whip Tag without the whip. 

Skip Away 

Players stand in the circle formation while one 
who is It runs around outside. When he tags a 
man, that man runs around the circle in the op- 
posite direction from which It travels. Both will 
arrive at the starting point at about the same 
time. If It arrives at the open place first, the 
other man is now It, but if the man who was 
tagged gets back first, then the same man is It 
again. 



12 CIRCLE GAMES 

Swat the Fly 

The circle in this game is formed close to- 
gether, the men standing shoulder to shoulder. 
A stuffed club, roUed-up newspaper or boxing 
glove is passed from one to another, always being 
kept out of sight of the man who is It in the cen- 
ter. 

As often as possible the players slap the man 
in the center with the club, but if a man is tagged 
when he has the club in his possession he is It. 
The club must always be passed behind the back. 

Three Deep 

A circle is formed two deep, that is, each man 
has another in front of him. There is a man 
who is It and a runner whom he chases around 
outside the circle. This runner may at any time 
step in front of any pair of men, in which case 
the third or rear man now becomes the runner 
in his place. Wherever the formation is three 
deep the third man must run. 

When the man who is It tags any one he must 
quickly station himself in front of some couple, 
as otherwise he is liable to be tagged back. 

Triple Change 
The players, after forming a circle, are num- 
bered by threes and a No. i. No. 2 and No. 3 



CIRCLE GAMES 13 

are selected to go in the circle and be It. The 
No. I man calls out his number, when all the No. 
I men change places. He tries to get a place 
when this is done, leaving some other No. i in 
the center. The No. 2 man calls all the No. 2 
men to do the same, and the No. 3 man does like- 
wise. The game proceeds; each man who is It 
calling his number in turn and trying to change 
places with some one in the circle. 

Whip Tag 

The whip in this game is a handkerchief with 
a knot tied in one corner. The men stand in a 
circle with the hands back of them and open, and 
with the eyes well up so as not to see their neigh- 
bors. 

The man who is It places the handkerchief in 
some player's hands as he runs around the out- 
side of the ring. This player, upon receiving 
the handkerchief, starts to beat his right hand 
neighbor with it. This man runs all around the 
ring and back to his former position, the man 
with the whip following and trying to beat him 
all the way. The man with the whip is now It 
and will run outside the circle and give it to some 
one else. 

If any one '' peeks " as the handkerchief is be- 
ing passed out, he is liable to get a slap with it 



14 CIRCLE GAMES 



across the head. Making a large hard knot, 
soaking same in water, or enclosing in its folds a 
marble or two should be gently but firmly dis- 
couraged. 

Wooden Indian 

All sit in a circle side by side with knees well 
up and feet braced. The Wooden Indian stands 
stiffly in center with hands at sides. He falls 
with body absolutely stiff, and is caught and 
passed on by one of the players. This continues 
until some one misses and the Indian is not passed 
oil. The man who weakens must be the Indian 
next time. 



CHAPTER II 
OPPOSED LINE GAMES 

Introduction 

There is a large and excellent group of games 
where the players form in opposing Vines. A 
good way to set up this formation is to assemble 
by height, the tall men at the right of line, and to 
count off by twos. The No. 2 men march across 
the floor and about face, thus having the tall 
men opposite others of about the same height. 

These Opposing Line Games naturally subdi- 
vide into two groups, the Tournament Games, 
and the Miscellaneous Games. We will describe 
these in the order mentioned; the games in each 
group being arranged alphabetically for refer- 
ence. 

Tournament Games 

The principle of the Tournament Games is 
simple. The players are in opposing lines by 
height, and the two tallest men advance to the 
center and compete. After a decision is given, 
the loser either drops out or is captured by the 
winner's side. In the latter case he falls in by 

IS 



i6 OPPOSED LINE GAMES 

height, but does not have a turn until all the 
original members of the team have theirs. 

The second pair now have their innings, and 
so on down the line. In a second game the fair 
procedure is to start at the other end with the 
shorter players. It might appear that the game 
would be slow with only two men in action at 
once, but you need only try it out once to be con- 
vinced by the interest with which the game is 
watched, and the enthusiasm of the rooters for 
each side, that the Tournament type of game has 
come to stay, and is a real game. 

A number of these Tournament Games are ex- 
cellent when played en masse, and where this is 
the case a description of the mass variation will 
be given immediately following. Many of them, 
however, could not be judged nor handled prop- 
erly, and would degenerate into a disorganized 
roughhouse if played by the entire group at once. 

Are You There, Mike? 

The two opponents are placed lying face down- 
ward, blindfolded and armed with roUed-up news- 
papers. Their left hands are both touching the 
same book, and the newspaper is held in the right 
hand. The No. i man says, '' Are you there, 
Mike?" The No. 2 man says, *'Yes!" and 
dodges a wild swing of the newspaper wielded by 



OPPOSED LINE GAMES 17 

No. I. No. I in this manner has three tries at 
his enemy; then the dialogue (and wallop) is re- 
versed. The man scoring the most head hits, or 
best hits in three tries is the winner. 

Variation, An amusing variation is to use two 
books, this without the blindfolded men knowing 
it. Place the books three feet apart and note the 
surprised look when they realize that they are 
sold. 

Badger Pulling 

The opponents face each other on hands and 
knees. A chalk line is drawn between them, and 
two belts or two towels tied together are looped 
over their heads. With heads well back they 
each try to pull the other across the line. To add 
to the enthusiasm the rooters growl like dogs. 

Cat Fight 

Neealess to say the spectators miau during each 
bout. The opponents bend well forward, clasp- 
ing their knees, and a stick is passed back of the 
knees and over the forearms. They try to re- 
main on their feet, and shoulder the other man off 
his balance. 

Disarming 

Here the two opponents grasp a staff or broom- 
stick held horizontally between them, and each 



i8 OPPOSED LINE GAMES 

tries to twist or otherwise pull the stick entirely 
away from the other. 

Duck Fight 

The two men grasp ankles with their hands and 
each tries to shoulder the other so as to make him 
either let go or fall over. A chorus of '' quacks '' 
by the gallery will enliven this stunt. 

End to End Staff Pull 

The staff is held with its center directly over a 
line, the players each holding one end. At the 
starting word they try to pull the opponent over 
the line. 

Mass Variation. The entire group forms 
along the line, facing each other; each man hav- 
ing a partner. A loser must instantly be seated. 
At the end of one minute the team having the 
most men standing, wins. 

Footwork 

The opponents fold their arms and hop. The 
object is to upset the other by using the free foot 
and leg entirely. It is unfair to use the body or 
shoulders. 

Hand Push 

Standing close together with toes touching, the 
players push palm to palm, the hands being on a 



OPPOSED LINE GAMES 19 

level with the chest. The stunt is to make the 
other fellow step back. 

Hand Wrestling 

With right feet together and left somewhat 
back, the two men clasp right hands. Each tries 
to overbalance the other by pushing and pulling. 
Moving either foot from place disqualifies. 

Hog Tying 

Each man has a piece of rope one yard long. 
The object is to tie the other man's feet. 

Mass Variation. For a real strenuous time 
the whole group may get into this game. The 
ground should be soft, the clothes old, and the 
team which ties the most hogs in a given time 
wins. 

Hop Wrestle 

The players reach over a line and grasp hands. 
With one foot up they hop and try to pull the 
other man over the line. 

Variation. Each man starts from his own 
line and hops to the middle, where they meet at 
the line and proceed as before. 

Mass Variation. The whole group takes part 
at once, each man selecting a partner. The team 
pulling over the most men wins. Or those who 
get pulled over and have not put down their foot 



20 OPPOSED LINE GAMES 

may turn around and play on the new side, tak- 
ing anybody they can get. 

Horizontal Staff Pull 

The two players stand between two parallel 
lines, six feet apart, and grasp a staff held hori- 
zontally between them. The stunt is to pull the 
other man outside the lines. 

Horizontal Staff Push 

The same as the Staff Pull except that the men 
try to push their opponent outside the lines. 

Jap Wrestling 

The opponents lie on their backs, side by side, 
with elbows locked and heads pointing in opposite 
directions. Together they count, '* One, two, 
three!'' On the first and second counts they 
each bring their inside leg up to a vertical posi- 
tion. On the third count they vigorously lock 
legs and attempt to roll the other man up onto 
his shoulders and thence completely over. It 
isn't always the heaviest man that wins. 

Knee and Toe Wrestle 

Seated with a staff under their knees and with 
arms clasped over the knees, the two men are 
placed with toes touching. They try to tip the 



OPPOSED LINE GAMES 21 

opponent over by getting toes underneath and up- 
setting him. 

Medley Tournament 

Instead of playing a Tournament game en- 
tirely through in one way, each pair may try a 
different competition. This lends variety. Thus 
the first pair may try the Hand Wrestle, the sec- 
ond the Cat Fight, the third Disarming, etc. 

Mounted Knights 

The two knights are mounted pickaback on 
players acting as horses, and each knight tries to 
unseat the other by pulling and twisting. 

Cavalry Charge Variation, Each team 
doubles up, half the men acting as horses and the 
rest as knights. The two lines attack one an- 
other, trying to unseat the enemy. A dismounted 
team is out of the game; the side winning which 
has the most men up in five minutes. Soft 
ground i^:rdesirable for this game. 

No Man's Land 

A line is drawn, and the players approach one 
another and try to pull the enemy over the line. 
It is unfair to step over the line. 

Mass Variation. This game is better when 
played by the whole group. A man being pulled 



22 OPPOSED LINE GAMES 

over the line is out of the game. Several men 
may attack one and pull him bodily over the line. 
Some prefer to play this so that a captured man 
stays on and plays for the new side. 

This game is very popular, probably because it 
is death on clean clothes and shirt sleeves. 

Palm Boxing 

The players box with open hands and try to 
slap the other man on the cheek. The man who 
first does this is the winner. 

Poor Pussy 

The representative of team A kneels in a cat- 
like attitude before the team B man and mourn- 
fully says, '' Miau ! " The team B man must 
stroke his head and say, ^' Poor pussy! " This 
performance is gone through three times. If the 
team B man smiles he is out, but if not the cat 
is out. When the next pair come up the positions 
are reversed so that the team B man acts as the 
cat." 

Potato Joust 

The jousters balance on the right knee and 
foot, holding the left foot in the left hand. In 
the right hand each man has a fork on which is a 
potato. The stunt is to poke the opponent's po- 



OPPOSED LINE GAMES 23 

tato off without losing your balance. Three falls 
or loss of potato Is one battle. 

Push O'War 

The opponents grasp the opposite ends of a 
staff and try to push the other man back. An- 
other staff is held vertically to mark the original 
center line. 

Rooster Fight 

With arms folded the players hop and try to 
make the other fellow put his foot down by 
shouldering and dodging him. 

Snatch the Hat 

A hat or possibly a beanbag on an Indian club 
is placed in the center of the field, half-way be- 
tween the two lines. 

The object of the game is to run to the hat and 
get back to your own line with it before being 
tagged by the opponent. 

It is useless to rush out and try to grab the hat 
and run back at once, as a man doing this will be 
tagged as soon as he touches the hat. The game 
is to circle about the hat warily, and to seize a 
moment when the opponent is off his guard, to 
snatch the hat and run. If a man touches the 
hat he may be tagged and is out of the game. 
Or if his opponent gets away with the hat he is 



24 OPPOSED LINE GAMES 

also out. Eliminate to a finish, or simply keep 
score. 

This is one of the very best Tournament games, 
either for outdoor or indoor play. 

Staff Pull-up 

The two players are seated with toes touching, 
each grasping a staff, held horizontally. The 
stunt is to pull the other man up onto his feet. 

Staff Twisting 

The opponents hold a staff at full height over 
their heads, and stand facing one another. The 
stick is then brought directly down, each man 
gripping as tightly as he can. Obviously it must 
turn in one man's grasp. That man is the loser. 
If necessary the stick may be marked with chalk 
to indicate which way it was twisted. 

Stork Wrestle 

Standing on one leg, the players grip hands and 
try to make the other man put down his foot by 
pulling or pushing. 

Wrestling 

Where there is a mat or soft ground, a straight 
wrestling match may be held; one fall being con- 
sidered to determine the winner of each couple. 



OPPOSED LINE GAMES 25 

Miscellaneous Opposed Line Games 

These vary greatly and no general rules are 
possible. They include some of the very best 
games known, with some old classics in the game 
list such as Prisoners' Base and Black and White. 

Among them also are several more or less 
original games, and games adapted to increase 
their playing-value. Such games are Fire, 
Brooklyn Bridge and Touchback. 

In every case the formation is in opposed lines, 
with taller men opposite one another. 

Battle Ball 

The lines form rather close together, and a 
medicine ball is thrown rapidly back and forth by 
whoever gets it first. The ball is thrown as hard 
as possible, and if a man misses he is out. If, 
however, the throw is so poor that the man could 
not possibly get it, the thrower is out. Eliminate 
until one team is wiped out, or if desired, losers 
are captured and play on the other side. 

Black and White 

In this game one line is called Blacks and the 
other Whites. Each line advances to about half- 
way between their goal line and the center of the 
field. A stick or disc of cardboard is tossed into 
the air. This is white on one side and black on 



2b OPPOSED LINE GAMES 

the other, so that when the white side comes up- 
permost the Whites chase the Blacks, trying to 
tag them before they can reach the Black goal line. 
If the black side comes up the action is re- 
versed, the Blacks doing the chasing. Thus the 
players never know whether they are chasing or 
escaping until the disc falls. It is possible to play 
this by having the director simply call out 
*' Black '' or '' White " instead of tossing a disc. 
If a man is tagged he joins the other team. 

Brooklyn Bridge 

The players form in opposed lines and each 
man spreads his legs about i8 inches apart. Each 
player rolls a basket ball at the other team; the 
rolling being by turn, and the teams alternating. 
If a ball goes between a player's legs he is out of 
the game. He is not allowed to do anything to 
prevent the ball going '' under the bridge." 

Crow and Cranes 

This game, suggested by Scout Executive Wil- 
liam Severance of Quincy, Mass., is similar to 
Black and White, except that one team is Crows 
and the other Cranes. The director shouts 
either *' Crows ! " or ^' Cranes ! " When he calls, 
'' Crows," the Crows chase the Cranes, and vice 
versa, The similarity of names keeps the play- 



OPPOSED LINE GAMES 27 

ers on their toes all the time. On the whole this 
is a better game than Black and White. 

Fire 

The idea of this game is to throw a basket ball, 
tennis ball or indoor baseball at the opposing 
line. If a player is hit (except on the rebound) 
he is out of the game. If he catches the ball, 
however, the thrower is out. Eliminate until one 
side is wiped out. 

The players throw in turn, the teams alternat- 
ing, beginning with the taller players. The 
tallest man of each team is the Captain, and it is 
his duty to shout, *^ Fire ! " This is the signal for 
his team to dodge back as far as they can, and 
for the other team to throw the ball. 

After each throw the team which has been 
dodging re-forms on their goal line. No one may 
throw or dodge before the Captain shouts 
*' Fire ! " Any man who does this or who shouts 
^* Fire ! " when he is not the Captain is out of the 
game. The distance between the two goal lines 
varies with the sort of ball used. 

Fish Net 

Here one line acts as the fish and the other as 
the net. The net clasps hands, and the two teams 
advance toward each other. The net tries to 



28 OPPOSED LINE GAMES 

encircle and catch by tagging, as many fish as 
possible, in one sweep across the field. The fish 
try to escape by going around the ends of the 
net. 

Captured fish are out of the game. If the net 
breaks all fish caught in that sweep are freed. 
After each sweep the teams change sides. Play 
until one side is eliminated. 

Hop Across 

Each side establishes a goal line and the two 
teams advance toward one another, hopping on 
one leg, with arms folded. The object of the 
game for each player, is to get across the enemy's 
goal line without being forced to put down his 
foot. 

The players attack one another by shouldering 
and dodging, or may avoid attack and merely 
make for the goal line. The team which gets 
the most men across the enemy's goal line, wins. 

King's Run 

The tallest man of each team is the King. The 
players take turns, the teams alternating in trying 
to run and break through the opponents' line. If 
a player fails he takes his place again, but if he 
succeeds all the enemy on the far side of the 
King, who have been broken loose, are captured, 



OPPOSED LINE GAMES 29 

and go on the other side according to height. 
The team which has the most men in a given time 
is the winner. 

Machine Gun Fire 

A basket ball is thrown rapidly back and forth 
from one team to the other. The ball is thrown 
either by the man who first gets it, or by some one 
to whom it has been passed. 

If the ball hits a man, that man joins the other 
side, but if the ball is caught, the thrower is cap- 
tured. This game is similar to Fire, but the play 
is more rapid, and there is no Captain, each man 
playing more or less for himself. 

Marching Rush 

The two lines are drawn up in military forma- 
tion and at the word of command start marching 
toward one another in perfect step and alignment. 
One line is No. i and the other is called line 
No. 2. 

When the lines are close together the Director 
blows his whistle either once or twice. If he 
blows once, the No. i line chases the No. 2 line, 
trying to tag them before they can get to their 
goal line. If the Director blows twice the sides 
are reversed, the No. 2 line doing the chasing. 
Captured men join the other side, falling in by 



30 OPPOSED LINE GAMES 

height. The team with the most men at the end 
of a given time is the winner. 

Prisoners' Base 

Each team forms along its goal line, a prison 
being marked out at the rear of each team's part 
of the field. The object of the game is to run out 
into the space between the goal lines and capture 
the enemy by tagging. 

In every case, however, the man who does the 
tagging must have left his goal later than the 
man captured. Thus if a man from team A runs 
out into the field a man may leave the Team B 
goal line and capture him. The Team A man 
will retreat, and one of his team will dash out 
and put to retreat the Team B man. The man 
who has last left his goal line has the power, and 
can force the others to retreat or be tagged. 

After each capture the prisoner is put in the 
prison, and all players go back to their goal line 
and start again. The director must keep a sharp 
lookout to note which men have last left their 
goals. 

The prisoners may join hands and stretch to- 
ward their friends, who try to free them by tag- 
ging the nearest man without being tagged, as 
they make the rescue. In this case only the man 
touched is freed; both he and his rescuer being 



OPPOSED LINE GAMES 31 

allowed to return safely. The prisoners line up 
with the first man caught on the end of the line, 
and the last man caught being nearest the prison. 
Play to eliminate the other team, or a time limit 
may be set if desired. 

Rope Pull 

A heavy rope is placed half-way between and 
parallel to the two lines, and at the starting word 
each team rushes forward and tries to pull the 
rope over their own goal line. At the end of 
three minutes the team with the most rope over 
its line, or with the rope nearest their line is the 
winner. 

Rope Push 

Played the same as the Rope Pull except that 
the rope is pushed over the opponents' goal line. 

Shooting Gallery 

In this throwing game the teams line up, and 
one line about faces. This line may or may not 
bend over, as agreed upon. The members of the 
other team try to hit them with a soft ball. After 
each throw both teams about face and the other 
team throws the ball, the men throwing in turn; 
the teams alternating. 

Players who get hit or who miss their throw 



32 OPPOSED LINE GAMES 

are out. The object is to eliminate all players on 
the opposing team. 

Stealing Sticks 

A goal about ten feet square is marked off ad- 
joining the goal line of each team, and six sticks 
are placed therein. The object of the game is 
to run into the enemies' territory and get inside 
his goal without being captured. To be captured 
a man must be held while '^ One, two, three! " is 
counted. 

If a man is captured he must stay in the prison 
with the sticks unless released. If a man gets 
into the enemies' goal he may release one prisoner, 
both men being allowed to return safely. If 
there are no prisoners he is allowed to take away 
one stick; it being against the rule to take a stick 
as long as there are any prisoners. 1 he game is 
won by capturing all the opponents' sticks. 

Taking the Trench 

Each team's goal line is considered a trench, 
the teams alternately attacking and defending. 

The defenders advance a few paces in front of 
their trench and each man picks a partner, or later 
in the rush several may combine against one. 
They use hands and arms, endeavoring to hold 
the enemy and push him back. At the end of two 



OPPOSED LINE GAMES 33 

minutes the men who have gotten through are 
counted and the sides are reversed. The team 
getting the most men through wins. 
ToucHBACK Football 

The game is started in the center of the field 
with the Director tossing up a football between 
two centers; each center trying to strike the ball 
into the opponents' territory. 1 he kicking game 
begins where it is first touched in this territory. 

The object is to kick the ball over the goal line 
of the other team. The players kick in turn, the 
teams alternating. The kick is always made from 
where it is first touched. If, however, the ball is 
caught, the catcher may take five paces before 
making the kick. 

ToucHBACK Volley-ball 

This is a gymnasium adaptation of Touchback 
Football. A volley-ball or basket ball is used. 
After the centers have struck the ball the man 
who gets it throws the ball backward over his 
head, and it is advanced in this manner by each 
team. 

There is an advance of one pace allowed for 
catching the ball, the object being to get a touch- 
back, that is, advancing the ball to the opponents' 
wall. Each touchback counts i ; the game being 
5. 



CHAPTER III 
TAG GAMES 

Ankle Tag 

In order to avoid being tagged, the man chased 
will catch and hold another player by the ankle. 
This player may be tagged unless he can either 
break the hold or get hold of another man's 
ankle. The attempts of those caught to escape 
are rather amusing. 

Ball Tag 

In this variation the tagging is done entirely 
with a soft ball which may be either thrown or 
held in the hand. 

Chain Tag 

The men who are tagged by the man who is 
It join hands with him, making a long chain. 
Only the end men do the tagging, and in order to 
confine the runners to a reasonable territory and 
to give the *' chain '' a chance, a definite set of 
boundaries should be decided upon before the 
game starts. 

34 



TAG GAMES 35 

Cross Tag 

The man who is It selects a man to chase, and 
must keep after him until caught or until another 
player dashes between It and the runner. If this 
is done the man who is It now chases the man who 
crossed. The game proceeds with the players 
taking advantage of every opportunity to cross, 
thus changing the man who must be chased, and 
giving every one a chance to participate. 

Day and Night 

Half of the players are Days and the rest 
Nights. All mingle in any order desired over 
the playground, the Days being marked by wear- 
ing handkerchiefs tied on the arm, or by remov- 
ing their hats. The director calls '' Day " or 
'' Night,'' sometimes calling the same word sev- 
eral times in succession, and then alternating. 
When he calls, *' Day" the Days try to tag the 
Nights before the Nights can touch one hand to 
the ground. When '' Night '' is called the 
Nights do the tagging. If a man is tagged he 
drops out of the game, the object being to 
eliminate the other side. 

Dizzy Izzy 

When a man is tagged he is Dizzy Izzy, and 
must put his hands on his knees and turn around 



36 TAG GAMES 

three times before chasing any one. The others 
may not run, but only hop, when Izzy approaches. 

Hip 

The man who is It is called Hip, and carries 
a knotted handkerchief. All those who are 
tagged by him are It and have to help him. They 
may not tag the other players, but merely hold 
them and shout, ^* Hip, Hip " until he comes and 
tags them with the handkerchief. Thus Hip has 
to hurry from place to place and do the final 
tagging for his helpers. The last man caught is 
Hip next time. 

Japanese Tag 

In Japanese Tag the man who is It must hold 
his hand on the spot where he was tagged until 
he tags another player. 

Lock Tag 

The players lock arms by twos. There are 
two odd men, a runner and a man who is It. The 
runner tries to lock arms wherever he can, thus 
making the other man of the pair the odd man. 
This odd man is now the runner and must in- 
stantly try to lock with some other pair. The 
game is similar to Circle Lock Tag. 



TAG GAMES 37 

Mohammedan Tag 

In order to save themselves the men must take 
the position of a Mohammedan at prayer. If It 
retreats 5 yards and returns, a man may be 
tagged, which prevents loafing. 

Mount Tag 

In order to become safe from the man who is 
It the players hop on one another's backs, thus 
making both horse and rider safe. The same 
horse and rider may not work together twice in 
succession. 

Partner Tag 

All players who are tagged remain It and as- 
sist one another until the game is finished. They 
pair up by twos with arms locked and must run 
and tag in this manner. An odd man plays as an 
individual until he can tag him a partner. 

Skunk Tag 

In order to be safe from the man who is It, 
a player must raise one knee, place arm under- 
neath and grosp his nose. He must not stay in 
one place but should run at least ten paces be- 
tween stops. He must run before the man who 
is It can count ten if so commanded, in which case 
It must be five yards away as he counts. 



38 TAG GAMES 

Third Man 

The players scatter about the field by twos, 
facing each other about a yard apart. There are 
two extra men, a runner and a chaser. The run- 
ner to avoid being caught, steps between any two 
partners, in which case the man back of him now 
becomes the runner. 

Tree Toad 

In order to be immune from tagging, the play- 
ers must hang from some object with both feet 
entirely off the ground. They may not hang 
from the same object twice in succession, and must 
run at least lo yards between stops. 

Turtle Tag 

When It approaches, the players to avoid tag- 
ging must drop onto their backs with '' all fours 
up." After dropping they must instantly be 
ready to get up again because if It retreats 5 
yards and returns they may be tagged whether 
up or down. This rule prevents the men staying 
in one place. 

Weight Tag 

The man who is It must carry some weight in 
the form of a stone or some bulky article, and 
when he tags a man he passes on the weight to 
the new victim. 



CHAPTER IV 
QUIET GAMES 

Buzz 

The players start to number consecutively and 
continue this until the number seven, any multiple 
of it, or any number containing it is next. In 
such case the player simply says, *' Buzz " and 
the counting goes on. If a player makes an error 
he pays a forfeit and the game starts at the be- 
ginning again. 

For 77 the proper expression is, " Buzz-Buzz." 

Buzz Baseball 

Place chairs for the infield and outfield, also a 
row of chairs for the batters' bench. The prin- 
ciple of the game '' Buzz " is applied to this base- 
ball variation. The numbers are started at one 
end of the batters' bench and pass down this bench 
and around the bases, then to the outfield, and 
back again to the batters. The man batting and 
the base runners do not repeat any numbers. 
Every time the fielding team makes a mistake in 
counting or saying ^' buzz " the batter goes to 

39 



40 QUIET GAMES 

first. Runners are advanced entirely by being 
forced. If the batting bench contingent make a 
mistake the batter is out, and after three outs 
they change positions with the '' outs." 

In this game the mystic number is not neces- 
sarily seven, but is decided upon at the start of 
each game, and is often changed. Four is one of 
the best, as it makes a good fast game. 

Earth, Air, Fire and Water 

AH sit in a semicircle about the director who 
suddenly points to one and says either, '' Earth," 
'' Air," " Fire " or " Water." 

If h€ says, '' Earth " the player must quickly 
say the name of some animal before the director 
can count ten. For " Air," a bird must be 
named, and for '' Water," a fish. When '' Fire," 
is given the player must remain wholly silent. In 
case of a mistake (and some amusing ones are 
made) or when no bird, etc., is given, the player 
loses a point. It is also an error to name the 
same creature the second time in one game. 
When a player loses five points all unite in giving 
him three loud, dismal groans, and a new game 
starts. 

Detective Game 

The player who is It faces the wall and covers 
his eyes. A player is assigned by the director to 



QUIET GAMES 41 

leave the room, and the others change places 
slightly. The player who is It then tries to guess 
who is missing. If successful, the man who left 
the room is It next time. If the guess is wrong 
the same man is It again. 

Hunt the Coon 

An improvement on Hunt the Thimble. Any 
small object such as a block or ink bottle may be 
used as the coon. All cover their eyes and, ^' No 
fair peeking,'' while the man who is It hides this 
object somewhere in the room where it is in 
plain sight but not readily noticed. 

When all is ready he says, '' Hunt the Coon," 
and all begin the search. As soon as any one 
sees the Coon he says nothing, but quietly sits 
down. One by one the players will become 
seated until only one slow one is left. The first 
man to see the Coon has the honor of hiding it 
next time. 



Jenkins Up 

Played with two teams seated at a table, one 
on each side. One team puts Its hands under the 
table and passes from one to another a coin the 
size of a quarter or half dollar. When the 
player who is to do the guessing thinks the other 



42 QUIET GAMES 

side have had plenty of time to distribute the 
coin, he says, '' Jenkins up ! " and all the opposing 
players quickly bring their hands from under the 
table and raised high with the fists closed. When 
he says, ** Jenkins down ! " all bring their hands 
down violently and in unison to hide the clink 
of the coin, the hands being opened. 

The guessing now begins. The players of the 
other team try in turn to guess who holds the 
coin, and in which hand it is held. The guesser 
may ask certain hands to be raised, waving them 
away. This indicates that he thinks the coin is 
elsewhere. Thus he may eliminate down to the 
last one or two hands which contain the coin. If 
he fails to finally locate the coin, the same side 
hides it again. If he locates it his side gets the 
coin. While the guesser is at work others on 
his side may advise him, but only he has the 
authority to order hands away or open. If de- 
sired, a score may be kept of the number of times 
each side hides the coin. 

Memory Test 

Eight or ten players stand in line and are each 
given the name of some bird, tree, flower, min- 
eral, or animal. The other players memorize 
their names and then look away while those in 
the line change places, mixing up the former or- 



QUIET GAMES 43 

der. The others then try in turn to guess the 
names of those in hne. This will not be as easy 
as it sounds. Try it. 

The Minister's Cat 

The first player says, '' The minister's cat is 
an active cat." The next player says the same, 
substituting for the word " active " some other 
word beginning with the same letter. Thus the 
sentence goes around the circle with a different 
adjective for the cat by each player, and all start- 
ing with '' a,'' until some one can think of none, 
and must pay a forfeit. Then start with '' b " 
and so on through the whole alphabet. 



CHAPTER V 
MISCELLANEOUS GAMES 

All Across 

A very old game, often played from curb to 
curb in the street. It stands between two goal 
lines and calls, '' All across! '' when all the play- 
ers must cross from one line to the other. He 
catches them as they run across; the first man 
caught being It next time. All who are caught 
assist until the last elusive lad is captured. 

The capture by merely tagging is sometimes 
made the rule, but real honest-to-goodness boys 
prefer to be held, at least until '' 1-2-3 " is 
counted. Any '* Traid cat " who won't leave the 
goal may be forced off by counting to ten. If 
still on the goal he is considered caught. 

Ball Chase 

The players place their hats on the ground 
along a fence or building, and a line is established 
5 yards away upon which the boys line up. One 
thrower tries to put a soft ball into any hat. If 
the ball goes into a hat the owner runs and all the 

44 



MISCELLANEOUS GAMES 



45 



others chase him. If he is caught he becomes the 
thrower, but if he can get back to the hat without 
being held he is safe, and the former thrower tries 
again. 

Bombardment 

A strenuous gymnasium game. One Indian 
club for each player is placed near the back wall 
of each team. The two teams scatter their men 
each on their own side of the center line, and so 
arranged as to protect their Indian Clubs. 



o 


o 


• 


o 


o 


• * 


o 


O 


• : 


o 


O 


• 


o 


O 


• 


o 


O 


' •• ' * 


o 


O 


• * 



BOMBARDMENT 



The object of the game is to knock over the 
opponents' clubs with a medicine ball or basket- 
ball. Turns are not taken, each man throwing 
when he can secure the ball. The game lasts for 
ten minutes, one point being scored for each club 



46 MISCELLANEOUS GAMES 

knocked down. Knocking your own clubs down 
counts against you. Use several balls if desired. 

Bound Ball 

Played in a gymnasium with a basket ball across 
a center line. The captains toss up for the serve 
and the server bounds the ball once and slaps it 
across to the other team. He stands opposite the 
center of the line and at a point 5 yards back. 

Players are scattered to cover the danger 
points. The object is to keep the ball in play 
and to send it to the other court so as to make 
the opponents score errors. 

The ball must always be struck from above. 
It may be returned after striking the floor on 
your side, or may be bounded once and then re- 
turned. A given player may not bound it more 
than once, however. It is fair to bound it to 
another player on your side who may in turn 
either knock it ovef the line or may bound it once 
first. It must never be returned *' on the fly." 

Your opponents score one point for the follow- 
ing errors in play: Your failing to serve it over, 
failing to return it, bounding ball more than once, 
not striking ball from above, stepping over line, 
or knocking ball out of bounds. Team scoring 
the point retains the serve. Game is 15 points. 

(Adapted from "Mind and Body," VoL i, No. lo.) 



MISCELLANEOUS GAMES 47 

Bowl 'em Down 

Two teams are formed in single file. An In- 
dian club, book, match box or any object which 
may easily be tipped over is set up about 15 yards 
from the head of each column. The front player 
of one team steps up to a starting line and rolls 
a ball at either Indian club. After his turn he 



OCXXXXXXXXX) 



CXXXXXDOOOOO 



BOWL 'EM DOWN 

goes to the rear of his file. The leading man on 
the other team does the same, and so on; the boys 
rolling in turn, and the teams alternating. 

If a player rolls at and knocks over iiis club, 
the rear man on the other team is out of the 
game. If, on the other hand, he elects to roll at 
the other team's club and knocks it over, the last 
two men on the other team are out. In this^case. 



48 MISCELLANEOUS GAMES 

however, if he misses, he is out of the game him- 
self. 

Broncho Busting 

In this game one team are bronchos and the 
other team riders. The leader of the bronchos 
backs up against a wall or fence, the next broncho 
bends down clasping him about the waist and 
each broncho follows suit, making a single file of 
horses, each grasping the one ahead. 

At a given signal the riders run from the 
horses' left side and each mounts a broncho. The 
bronchos buck and do everything possible to dis- 
lodge the riders, except standing up or rolling 
over. This goes on while the director counts 50. 
One foot touching the ground counts as bucked 
off. The bronchos count one point for every 
rider dislodged, after which the teams change 
sides and the same thing is tried again with the 
former riders acting as horses. 

Catch and Run Ball 

The following is an adaptation from several 
similar games, and combines the good points of 
each. The man who is It throws a soft ball into 
the air and calls the name of any player. If the 
player misses the ball he loses one point and is It. 
If he catches the ball he shouts, '' Hold,'' and the 
other players who have quickly scattered must 



MISCELLANEOUS GAMES 49 

stand fast while he throws at one. If he hits a 
man, that man loses one point and Is It. If he 
misses, the thrower loses one point and remains 
It. When a player is unfortunate enough to lose 
three points he must bend down against the wall 
while each player gets a free shot at him. The 
game then starts anew. 

Chinese Wall 

Another game where the players run across 
from one goal line to another, with one or more 
men who are It trying to catch them as they run 
by. The Chinese Wall Is a space about 5 yards 
wide running across the center of the field. 
Those who are It may not leave this center strip. 

In other respects the game is the same as All 
Across. 

Carpet Bowls 

Procure a long strip of carpet for your bowling 
alley, unrolling It on a level floor with a cushion 
or two for a backing. The balls are of china, 
the diameter of a baseball, and of several colors 
for the different teams. 

One ball Is white, and serves as the target, be- 
ing placed at the far end of the alley. One 
player from each team rolls, and so on by turn, 
the object being to place the balls as close as 



50 MISCELLANEOUS GAMES 

possible to the white one. Score one point for 
every ball nearer to the ^' kitty " than the nearest 
one of the opponents. The game is 15 or 21. ^ 

If a ball rolls off the carpet it is out of the 
game unless it has struck the '* kitty," in which 
case it is replaced on the carpet at the point where 
it went off. 

Great interest is developed in trying to knock 
away the balls of the opponents which have been 
especially well placed. 

Variation. Use cheap (5^) baseballs with 
colors marked to distinguish between teams. 
Use any floor without using a carpet. This is 
practical, but not conducive to such skilful play. 

Crackabout 

The player who is It has a soft ball with which 
he tries to hit another player. After the ball is 
thrown everybody scrambles for the ball. Who- 
ever gets it throws it and so on, the boys first 
scrambling for the ball, and then getting as far 
from it as they feel is safe. A boy who is hit 5 
times may be required to face the wall while the 
others take a free shot with the ball. 

Follow the Leader 

Form the boys in Indian file with a good leader 
in front who starts at a slow trot and going 



MISCELLANEOUS GAMES 51 

through various stunts en route.' Some sugges- 
tions are : 

Raising the arms horizontal 
Raising the arrris overhead 
Raising the arms forward 
Hands on hips 
Raising the knees high 
Hopping 
Fists on chest. 

The advantage of such exercises as the aboye 
is the fact that the boys get a good work-out with 
many muscles in play, and have a fine time, not 
considering it as setting-up work at all. Of 
course there are endless athletic and grotesque 
stunts which the leader can try out. The above 
makes, with maze running, a fine event for ex- 
hibition work. 

Duck on a Rock 

Each player provides himself with a stone or 
*' duck " about the size of a baseball. A flat rock 
is set up some ten yards from the throwing line, 
and the players throw at this rock to see who shall 
be It first, the worst thrower being the victim. 
He places his duck on the rock and stands be- 
side it. 

The others throw at the duck, trying to knock 



52 MISCELLANEOUS GAMES 

it off. No particular turns are taken, but it is 
safer to have only one throw at a time, and to 
toss the rocks underhand. 

After throwing, the players crouch over their 
ducks but dare not touch them as they are liable 
to be tagged on their return to the line, in which 
case they are It. 

If the duck is knocked off the rock the man who 
is It must replace it before he can tag the others. 
This is therefore a signal for all to grab their 
ducks and run back to the line where the throw- 
ing continues. 

When the man who is It tags another he may 
be ''tagged back," so he picks up his duck 
quickly and runs to the throwing line. The new 
guard must place his duck on the rock before tag- 
ging any one. 

If two ducks ''kiss" or strike together both 
players are allowed to return safely to the starting 
hne. 

Variation. Use tin cans — the sort with the 
pry-off cover. These stand up well, are easy to 
handle, and much safer than stones. 

Variation. For indoors use beanbags and an 
Indian club, or draw a chalk circle on the floor 
and use small balls, trying to knock the duck out 
of the circle. 



MISCELLANEOUS GAMES 53 

Free Shot 

The poor victim who is It faces the wall with 
his head bent down. The others form in column 
of twos, the front two being always on the throw- 
ing line. One of the two, designated by the di- 
rector, throws a soft ball at the man who is down. 
If he misses he is It and the man who was It 
takes his place. If he hits, the man who is It 
tries to guess which of the two threw the ball. 
Thus he has an even chance ; an improvement over 
the old style of play. 

If he guesses correctly the thrower takes his 
place but if he does not he is still It. After 
each throw the players go to the rear of the 
column. 

Haley Over 

A real out-of-doors game which includes among 
the apparatus needed a house or barn. The 
teams station themselves on opposite sides of a 
barn and one side throws a soft ball over the 
barn. If no one on the other side catches the 
ball, the side which missed has to throw the ball, 
this being a disadvantage. 

If the ball is caught, the catcher runs around 
the barn and tries to hit an opponent with the 
ball. As the other team doesn't know which side 
he is coming around, there is a considerable ele- 



54 MISCELLANEOUS GAMES 

ment of surprise to it. This is accentuated by 
the catcher's team, some of which run around 
each side of the barn to confuse the others. If 
he hits an opponent that man joins the other side 
and the original throwers retain the ball. If 
thrower misses, the ball must be thrown by his 
side next time. The game ends when all the 
players are on one side or when everybody gets 
tired. 

Hide and Seek 

What boy has not played this game during the 
early evening hours? For the sake of complete- 
ness this old and popular game is included. The 
man who is It covers his eyes and shouts, " Five 
Ten Fifteen TwentyTwentyfive ThirtyThirtyfive 
Forty Fortyfive Fifty Fiftyfive Sixty Sixtyfive 
Seventy Seventyfive Eighty Eightyfive Ninety 
Nirietyfive One HundredAnyonehidingaroundmy 
goalisit!'' 

The others have hidden, and as the man who 
is It tries to find them, they try to run in stnd tag 
the goal before being seen. If they succeed they 
are in free. If not they are caught, and the first 
man caught is It next time. 

Hole Ball 

A line is established from which to roll the 
ball, and at right angles to this line, starting about 



MISCELLANEOUS GAMES 55 

three yards away,, a row of holes is made each the 
size of a baseball. Thus a ball rolled at. the 
first hole may pass over it and possibly roll into 
the third or fourth. The players are numbered, 
and number i takes the first hole, number 2 the 
second one, etc. 

The man who is It rolls the ball. If it goes 
into hole No. i the roller gets i point and player 
No. I rolls next. If it goes into hole No. 5, he 
gets 5 points and player No. 5 gets the ball. If 
a player rolls into his own hole, he gets the points 
and rolls again. Total for game is decided in 
advance. 

Home Plate Baseball 

Played on a field similar to baseball. The 
players are divided into two teams, and No. i 
of Side A comes up to bat. No. i of the other 
side is pitcher, there being no other in-field. The 
ball should be a soft one and is thrown underhand 
and batted with the open hand. There is a 
catcher stationed in the regular position, but his 
Only duty is to return balls to the pitcher. Pitch- 
er's box is 5 yards from the plate. 

When the ball is hit the pitcher fields it and 
tries to tag the home plate with the ball while 
ball is held in his hand. If this is done before 
runner reaches first base the runner is out. If 



56 MISCELLANEOUS GAMES 

the ball is caught in the air the batter is retired 
also. 

The play is always for the home plate. Base 
runners are advanced by forcing. No stealing 
is allowed. After a man either makes his base 
or is put out another pitcher is sent out to face 
the second batter, and so on until all of Team A 
have batted and all of Team B have pitched. 
This constituted one inning. The number of in- 
nings should be arranged before the game starts. 
Experiment will show the best size of the diamond 
and distance between each base. 

Hop the Hat 

The hats of the boys are placed in a row about 
twelve inches apart. The object of the game is 
as follows : The owner of the first hat hops over 
each hat, hops back, then hops around each, going 
to the right of the first hat, the left of the second 
and so on, making a sort of weaving figure. All 
this must be done without touching any hat. At 
the finish the player bends forward, places his 
hands on the ground, picks up his hat in his teeth 
and throws it over his head. 

If a player misses, his hat is placed at the far 
end and the next man tries The last one to 
finish the stunt has to go through the spanking 
machine, 



MISCELLANEOUS GAMES 57 

Hot Hand 

In the past this game had one defect — the 
poor man who was '' down " didn't have a chance. 
He was expected to pick the man who had slapped 
him from an innocent-looking crowd of fifteen or 
twenty — a task which would have puzzled Mr. 
Holmes himself. The following variation will 
appeal to lovers of a square deal: 

The players form in column of twos and It 
bends forward with his head against the wall. 
The first two step up and one of these slaps him. 
He tries to guess the guilty man. If he guesses 
correctly the slapper is It, but if he guesses wrong 
the slapper goes to the rear of the line, another 
man steps up, and he has to be slapped again. 

Kick the Stick Baseball 

A game played like baseball, but with the bat- 
ter kicking a stick instead of hitting a ball. A 
diamond is laid out and two even teams selected, 
one team taking the customary positions of 
*' outs " on the bases and the other sending a man 
up to the home plate to bat. The pitcher does 
not throw the stick, but merely acts as a fielder. 

The batter places the stick on his foot and 
kicks it as far as he can, trying to reach first base 
before the stick can be thrown to the catcher. 
The catcher, in order to put a runner out, must 



58 MISCELLANEOUS GAMES 

tag the home plate with the stick and call out the 
runner's name. He may snatch the stick from 
off the batter's foot in order to catch any man 
off a base. This makes a fast game and renders 
stealing bases fairly difficult. 

The batter tries to not only kick the stick a 
good distance, but also avoids a high kick, because 
a batter is out if the stick is caught on the fly, and 
since running on a caught fly is not permitted, 
there is here a good chance for double plays. 
Considerable skill may be developed in throwing 
the stick to the catcher so that he may catch it 
and get into action quickly. In fast games it is 
a good plan to pad the ends of the stick with 
burlap. 

Knights 

Each boy mounts another, pick-a-back, pairing 
the heavier boys together. All knights try to 
unseat the others by pulling and pushing. The 
one maintaining his position the longest is the 
winner of the tournament. A good game for soft 
turf, but dangerous on hard ground. This game 
differs from similar games described in other 
chapters in that this is free for all, and not on a 
team basis. Care should be taken to prevent ac- 
cident and strain. 



MISCELLANEOUS GAMES 



59 



: Nine Court Basket Ball 

A clean and interesting version of basket ball 
without the evils of mass play. In general the 



I 


Z 


3 


5 


9 


4- 






5 



NINE COURT BASKET BALL 



game is like ordinary basket ball with the follow- 
ing differences : 

The field is divided into nine equal courts and 
numbered around the edge, with number nine in 
the center. The players of each team are like- 



6o MISCELLANEOUS GAMES 

wise numbered and one or more pairs are as- 
signed to their proper court. They may not step 
over the line in play, so that massing and long 
runs are impossible. After each goal all players 
pass to the next numbered court, in order that 
each may have a dhance to play fron^ every posi- 
tion of the field. \ 

In guarding, the arms may be held jto block the 
other man, but it is a foul to touch the other man 
or the b^ll. The first man to touch a ball has 
possession of it. J In close decisions the ball is 
tossed up as in ordinary basket ball. | 

(Developed by Missefe Cora B. Clark ahd Cajroline M. Wol- 
laston of New York.) i 

: 1 ! 

I ! i j 

RoLEY Foley 

A row of holes I or the players' hats are set up 
four yards away from and parallel to a throwing 
line. The player who is It tosses orj rolls a soft 
ball, trying to put it into one of the holes. Each 
player has one of the holes as his own and stands 
behind it. If the ball goes into a hole, all play- 
ers run away except the one into whose hole it 
has rolled. He picks it up and shouts, "Halt." 
The players must then all stand fast, that is, not 
move their feet. He throws the ball at any man, 
and if he hits him the man who was hit has a 
small stone put on his hole known as a ** black 



MISCELLANEOUS GAMES 61) 

baby," and is It. If the thrower misses, he gets ) 
a *' black baby," and he must be It and throw 
next time. The first man who gets five *^ black 
babies" must stand up against the wall and act- 
as a target. 

Variation. For the gymnasium make chalk ; 
circles on the floor and keep score with small \ 
chalkmarks. 

Score Ball | 

Players pair off by size and scatter about the j 
field. A basket ball is thrown up between two I 
near the center, and each tries to catch it. The j 
object of the game is to keep the ball away from I 
the opponents and to throw it to your own men. \ 
Each time it is so thrown and caught, one point is 
scored. 

It is unfair to touch with the hands another 
player, or to touch the ball when another has it. 
For convenience in scoring a scorer should be ap- 
pointed for each team, and one team should have 
handkerchiefs tied around their arms. This is a 
pretty strenuous game, and an occasional rest ^ 
should be enforced. 

Scout Captain Ball 

In this variation of captain ball the bases are i 
placed in two semicircles with the base for the i 



62 MISCELLANEOUS GAMES 

captains (a larger circle) in the center of the 
floor. The number of bases vary with the num- 
ber of players. A baseman and a guard are sta- 
tioned at each base. 



© 




o© 


©® 




o© 


0® 


C) 


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0» 




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"© 



SCOUT CAPTAIN BALL 

The object of the game is as follows: 

(a) For the basemen to throw the ball to their 
captain. Each time the ball is so thrown and 
caught it counts one point. 

(b) For the guards to intercept the ball and 
throw it to their basemen. This opens the way 
to a possible score. 

The ball is put in play by being thrown up be- 
tween the two captains, when each tries to knock 
the ball to one of his own team. The basemen 
may step one foot out of their bases, but the 



MISCELLANEOUS GAMES 63 

guards may not step with either foot into the 
circles. 

Fouls, The breaking of the above rules con- 
stitute fouls, also the following: To hold the 
ball longer than the time it takes to turn around; 
to kick the ball; or to bound the ball more than 
three times in succession. In case of fouls the of- 
fenders must allow their opponents a free throw 
from any baseman to their captain. The oppos- 
ing captain may not try to prevent the catch, but 
the guard may attempt to block the throw. 

The game is played in two or four fifteen-min- 
ute periods. 

Scout Tug of War 

The two tearns form in single file, the leading 
and tallest players face to face and the others 
behind them according to height. Each one 
clasps hands around the body of the man in front 
of him, and the leaders grasp a staff or lock 
wrists. 

The team that gives ground or breaks at the 
expiration of one minute is the loser. 

Shooting the Target 

The boys are divided into two '' rifle teams", 
and forni in a rough semicircle, each team by itself 
and facing the same stump or post. The object 



64 MISCELLANEOUS GAMES 

of the game Is to throw stones at the stump and 
eliminate the other team by so doing. Every 
time the stump is hit the last thrower on the other 




SHOOTING THE TARGET 

side is either out of the game or transferred to 
the side which made the hit, as may be decided 
beforehand. 

Slap Baseball 

Played with a basket ball or volley-ball. The 
ball is slapped with the open hand. Striking 
with the fist is not allowed. The rules in general 
are the same as baseball except that outs may be 
made by striking a runner with the thrown ball 
as well as by the usual methods. In this case the 
ball must not be bounced, however, but must be 
a clean hit from thrower to runner. 



MISCELLANEOUS GAMES 65 

Spud 

The players gather in a group around the one 
who is It. He drops a soft ball on the ground 
and calls the name of one of the players. All 
then scatter except the one whose name was called. 
He picks up the ball and shouts, '' Stop ! " This 
is a signal for all to stop, while the man with the 
ball throws at one of them. They may dodge 
by bending, but may not move the feet. 

If a miss is made, the man at whom the ball was 
thrown gets the ball and throws (from where he 
first touches it) at another player. This throw- 
ing proceeds until a miss is made. The player 
who misses receives one point or *' spud '' against 
him and is It next time. When three ** spuds " 
are obtained the possessor of these must stand 
up against the wall while the others test their 
marksmanship. 

Stunt Leapfrog 

One man makes a back, and a leader is selected 
who is proficient at the game. All boys jump 
from a line established as a take-off and each tries 
to do the stunt set by the leader. Some of the 
stunts ordinarily used are: 

Jumping with one hand 
Jumping without hands used 



66 MISCELLANEOUS GAMES 

Knuckles down 

Slap the -man as you go over . • 

; Take a hop before the take-off 
Hat inverted. Go, over without losing it off 
Each man puts his hat on m^n's back as he 
goes over • . 

Pick the hats off without spilling the pile 

When d man misses he is dov^n in place of the 
former '* back." 

Tug of War 

For this a rope i jA inches in diameter should 
be used and the teams evenly matched as to 
strength insofar as possible. ' . ' 

With boys it is well not to allow them to pull 
too long, one minute being enough to determine 
the winning team. Use a piece of string tied to 
the center of the rope to coincide with a mark on 
the floor. 

War 

A fort is marked out in the shape of a rectangle 
25 X 50, and ten feet outside this a line is drawn 
which defines the fighting territory. In the cen- 
ter of the fort a small goal is made for prisoners, 
and another, some distance outside is made for 
the prisoners taken by the attacking party. 

The ten foot border is the fighting ground, and 



MISCELLANEOUS GAMES 



67 



the besiegers enter this and challenge the de- 
fenders to battle. The fighting is done entirely 
by pairs, one man from each side, each trying to 
pull the other, the besiegers pulling outside the 
fighting area, and the defenders pulling into the 





fighting Ground 






li ... 


PriAon 








Fighting Ground 





.^^ 



WAR 



fort. Men so captured are put in prison, but may 
be exchanged under a flag of truce. The side 
that gets the most prisoners in a given time wins, 
but the besiegers may also win by getting a man 
inside the enemy's prison without being touched. 



War Ball 

The players are divided into two armies, and 
each army establishes a fort at their end of the 
floor or field, as .follows: A circle fifteen feet in 
diameter constitutes the fort, and another line 



68 MISCELLANEOUS GAMES 

five feet outside this bounds the trench. Back 
of each fort and attached to the outside of the 
trench is a rectangular prison ten feet square. 

The game alternates between one fort and the 
other, as the game progresses. A basket ball is 
used as ammunition, the object of the game being 
to throw the ball so that it will strike the floor 








WAR BALL 

inside the enemy's fort, in which case the battle 
is won. Several battles constitute a game. 

The attacking party surrounds the fort, tossing 
the ball from one to another, and waiting to get 
the ball inside; but if they go inside the trench 
line they may be tagged and put in the prison. 

The defenders scatter their men so as to block 
the throw and catch the ball. If the ball is caught 
the attempt is a failure and the defenders chase 



MISCELLANEOUS GAMES 69 

the attacking party to their own fort tagging all 
they can, thus making them prisoners before they 
reach the protection of their fort. Those who 
gain the safety of their fort are now the defend- 
ers, while the former defenders are now conduct- 
ing the attack. The tagging must be done with 
the ball, thrown or held. 

When a throw is made and the ball strikes the 
floor of the enemy's fort all prisoners are freed 
and the ball must be returned to the attackers for 
another trial, a battle being won. 

Each battle won scores a point; the army win- 
ning the most battles in a given time being the 
winners of the war also. 

Yards Off 

Similar to Hide and Seek except that a yard or 
stick is placed at the goal with one end resting on 
a stone. The game is often played in the city 
streets with the yard resting on the curb. 

Whenever one of the hiders can steal up to the 
goal without being seen he throws the yard as 
far as possible and cries, *' Yard's off." This 
frees all those who have been caught, who may 
hide again. 

Instead of counting to give the players time to 
hide, the yard is thrown and the hiding is done 
while it is being replaced. 



CHAPTER VI 
RELAY AND OTHER RACES 

Introduction 

In endeavoring to present the subject o£ races, 
particularly relay races, we are confronted with 
two factors, the profusion of material, and a con- 
fusion in its arrangement. In an attempt to 
clarify and systematize the many types of races 
now in use, they have been divided into six gen- 
eral groups. 

These groups are: 

Class I. Races where contestants run to a point 
and return, "without backward passing of an 
object. 

Class 2. Races where an object is passed back- 
ward combined with running to a point and 
return. ' 

Class 3. Races where an object is passed back- 
ward, without distance running. 

Class 4. Relays where another man is carried or 
used which makes an odd formation; 

Class 5. Races where all contestants run en 
masse. ' 

70 



RELAY AND OTHER RACES 71 

Class 6. Races where there is miseellaneous. or 
odd formation. 

These will be presented in the order outlined 
above so that a given type of race may be foynd 
with ease and definiteness. An earnest effort has 
been made to make the chapter reasonably com- 
plete without '' padding " by describing variations 
which are obvious. 

Class i 

Races w^here Contestants run to a Point 

AND Return Without Backv^ard 

Passing OF AN Object 

General Rules 

Teams consisting of from eight to fifteen men 
form in single file, the front men being on the 
starting line. These leading men run to a given 
point and return, touching off their No. 2 men 
who have stepped up to the line and are ready. 
Each team proceeds in this manner, the last man 
wearing a handkerchief tied around his arm in 
order to distinguish him at the finish. 

When touching of^ the next man the runner 
should pass , to his left of his file, and keep out of 
the .way. Teams whose runners start before 
they are. properly touched .off should be disquali- 



72 RELAY AND OTHER RACES 

fied. A handkerchief, hat, dumb-bell or similar 
object may be passed instead of merely touching 
hands. It is suggested that the runners cover 
their distance and run around a man posted at the 
far end of the course rather than merely trying to 
cross a line and return. 

Straight Relay Race. Simply run a relay 
as described above, passing a handkerchief. 

Shoe Relay. At a designated line half way 
down the course the contestants remove their 
sneakers. They run to the end, encircle a man, 
put on their sneakers, and return; touching off 
the next men. It is well to make sure that all 
sneakers are of the same general style. 

Backward Run. A straight relay run back- 
wards. The files face backward at the start and 
are touched off by slapping on the back. 

All Fours. When touched off from a crouch- 
ing start the runner goes on all fours, bending 
knees if desired. On the return he must not 
stand before the line is crossed. 

Elephant Walk. Same as All Fours except 
that the legs and arms are kept stiff. 

Jumping. The contestants jump forward and 
run back. 

Hopping. Instead of running, the contestants 
must hop on one leg. If a man puts down the 
Other foot or falls, his team is disquahfied. 



RELAY AND OTHER RACES 73 

Frog Jump. The racers must jump a la frog, 

'SiDEWAY Run. The runners skip sideways. 

Medley Relay. A combination of several of 
the foregoing. The No. i men do a straight re- 
lay. The No. 2 men may go on all fours. The 
No. 3 men may do the backward run, and so on, 
thus varying the program. 

Set 'em up Relay. At the end of the course 
an Indian club is set up in a circle, and another 
circle is drawn two feet to one side of the first. 
The contestant must run to the club, exchange 
it from one circle to the other, and return. He 
may use only one hand, and if the club falls down 
he must set it up before returning. A Variation 
sometimes used calls for one circle not far from 
the starting line, and the other at the far end of 
the course. More than one club may be used if 
desired. 

Grab Bag Race. At the end of the course 
each file places its sneakers and the piles are well 
mixed. Each man runs to the pile, finds his 
sneakers, puts them on and returns to touch off 
the next man. 

Potato Spoon Relay. Near the starting 
point of each file there is a receptacle containing 
I potato for each man in the file. At the far end 
of the course there is a similar receptacle, empty. 
The No. I man has a large spoon, and at the 



74 RELAY AND OTHER RACES 

word ''Go" must fish a potato out of the can 
at the start and run with it to the can at the fin- 
ish; placing (not throwing) it therein. He then 
returns, tagging off the next man by passing the 
spoon. If the potato is dropped it must be 
picked up with the spoon only, and must never 
be touched with the hands. It is unfair to spear 
the potato with the spoon — it must be carried 
in the bowl. * 

Bala.ncing Race. The object carried is a 
gymnasium, wand or staff, to be balanced on the 
right forefinger. When touching off, the staff 
may be grasped by the left hand and placed on 
the finger. Otherwise it may not be touched un- 
less it falls. If it falls it may be replaced and 
the race continued. 

Knife and Peanut Rage. This is run ex- 
actly the same as the Potato Spoon Relay,, except 
that peanuts are balanced on. the blade of a din- 
ner knife. The knife ^must be passed handle 
first, in order to avoid accidents. 

Human Obstacle Relay; Four men are 
placed in line with each file, and about ten yards 
apart. The first man is at " attention,'' the sec- 
ond in leapfrog position, the third in straddle 
position, and the fourth also at "attention.'' 
The runners must run around the first man, leap 
over the second, crawl through the legs of the 



RELAY AND OTHER RACES 75 

third, run around the fourth and return. A 
somersault may be Included where the conditions 
make this possible. 

Dizzy IzzY. Each runner sprints to the far 
end of the course, grasps his knees with his hands 
and encircles an Indian club five times. He then 
returns (if he can) and touches off the next man. 

Over the Top Relay. Ten yards in front 
of each file two tall men hold a staff horizontally 
above their heads. Each runner passes under 
this, throwing a basketball or volley ball over the 
staff and catching it before it touches the ground. 
Runners sprint to a given point and return, pass- 
ing under the staff and touching the next man off 
by passing (not throwing) the ball. If ball is 
missed or thrown under the staff it must be picked 
up or properly thrown before proceeding. 

Slipper Race. The file leader wears a pair 
of large slippers. He runs to the far goal and 
returns, stepping out of the slippers, for the use 
of the second man. As these slippers are liable 
to be lost off by the runners the event is rather 
amusing. 

Crab Race. Before the starting word the 
first man assumes the Crab Race position, with 
back down,' arid resting on hands and feet. He 
goes in this fashion across a line at the end of 
the course and runs back, touching off the next 



76 RELAY AND OTHER RACES 

man who has also assumed the necessary posture, 
and is ready for his turn. A short distance event. 
Chair Relay. Opposite each file, at the far 
end of the course, a sturdy chair is placed, facing 
the file. The first runner has to run to this chair, 
sit in it, knock his feet together, and return, 
touching off the second man. 

Class 2 

Races where an Object is Passed Backward, 

Combined with Running to 

A Point and Return 

General Rules 

The teams form in files as described for 
straight relays with this difference : Where the 
requirements warrant it the men of each file have 
sufficient space between them for a man to run 
between or to leap over. 

Although almost any small object may be 
passed backward, we shall consider this object 
to be a basket ball. 

In passing the ball backward each man must 
touch it. In touching off a man the runner must 
pass (not throw) the ball. 

Other general rules are similar to those for a 
straight relay. The rear man runs with the ball, 



RELAY AND OTHER RACES 77 

giving It to the front man on his return, and stay- 
ing in the files. 

Methods of Passing Backward 

There are many ways of passing the ball back, 
and many ways of running with the ball. We 
will consider first the methods of passing the ball 
backward, and then take up the methods of run- 
ning with it. In this manner any one may use 
such combinations as he may wish. It is merely 
a matter of putting together these methods as 
desired in order to have ready at any time scores 
of different relay races of this type. 

Passing Overhead. Standing close to- 
gether. Every man must touch the ball. 

Passing Between Legs. Straddle. All 
must touch ball. 

Passing Ball to Side. Right side and left 
side may be used to alternate. 

Over and Under. The ball is passed alter- 
nately over the head and under the legs. 

Over and Under Variation. The first time 
the ball goes entirely overhead. The second time 
it goes between the legs, and so on, alternating. 



78 RELAY AND OTHER RACES 

Methods of Running with the Ball 

Straight Run. The rear man simply runs 
forward around the designated point and returns, 
passing the ball to the front man. 

In and Out. The men stand further apart, 
and the last man weaves in and out between them, 
running to the designated point and returning. 

Ball Balance. The rear man runs, balanc- 
ing the ball on the palm of his right hand. 

H0PPI.NG Push. The rear man hops, pushing 
(•not kicking) the ball with his foot. The front 
man gets it from the ground as he returns. 

Over and Under. The players stand a few 
feet apart, and the rear man alternately leaps 
over and crawls under them. He then runs and 
returns. 

Under the Tunnel. The rear man crawls 
under all the others, pushing ball with head and 
passing between their legs. . He then runs with 
the ball and returns. 

Leapfrog. The rear man leaps over all the 
others, carrying the ball with him. He then runs 
to the designated point and returns. 

Kangaroo. The rear man tucks the ball be- 
tween his knees and hops to the designated point, 
carrying the ball in his hands as he returns, and 
passing it to the front man. 



RELAY AND OTHER RACES 79 

Goat. The rear man must butt the ball all 
the way to the end of the course with his head, 
not using his hands, and run back with it. , 

Ball on Head. The rear man runs with the 
ball held on his head by both hands, returning 
and passing to the file leader. 

Backward Run. All files face to the rear, 
that is, with their backs to the starting line and 
designated point. The ball is passed from the 
man at the starting line to the man furthest from 
the starting line. He runs to the end of the 
course traveling backward. When he rounds the 
designated point he runs forward for the rest 
of the race. He passes the ball to the man near- 
est the starting line, from the back. 

Straight Hop. The rear man carries' thfe 
ball in his hands, hops to the end of the course 
and returns, running. 

Frog Jump. This stunt, described under 
Class I may be done, the ball being carried in the 
hands. 

Sideways Run. See Glass i also. 

QvER THE Top Relay, This excellent run- 
ning method described under Class i is applicable 
to Class 2 also. 



8o RELAY AND OTHER RACES 

Class 3 

Races where an Object is Passed Back- 
ward, Without Distance Ru.nning 

General Rules 

This type of relay is like the Class 2 group with 
the distance run omitted. The rear man finally 
receives the ball, runs to the front of the line, 
all step backward and the ball is passed once 
more. The race is finished when the original 
front man arrives at the starting line; throwing 
up his hands holding the ball, and calling, 
''Done!" 

All of the passing methods in Class 2 may be 
used in Class 3, and all of the running methods 
may be used except the last, namely, Over the 
Top Relay. 

Simply omit the distance run and have the rear 
man hustle to the front in the required manner 
and pass the ball back. Of course all men must 
touch the ball when it is being passed. 

Class 4 

Races where Another Man is Carried or 
USED, WHICH Makes an Odd Formation 

General Rules 

blere we have races which would be simple re- 
lays of the Class i type except that another man 



RELAY AND OTHER RACES 8i 

IS carried or used in a manner that necessitates a 
detailed description of each race. 

The same formation of the files is used as in 
the Class i relays. There is no passing of any 
object to the rear of the file, but in each the run- 
ners must travel over a given course. 

Where one man carries another, especial care 
should be taken to arrange the files by height, and 
to make the course a short one to prevent undue 
strain on the runners. 

Leapfrog Relay. Prior to the start of the 
race the front man or No. i of each file, takes up 
a stooping position about half way down the 
course. At the word *' Go '' the No. 2 man runs 
up and leaps over the No. i man, immediately 
thereafter taking a similar stooping position in 
front of No. i. The No. i man then leaps over 
No. 2, runs to the end of the course and finishes 
the race, touching off No. 3. The No. 3 man 
leaps over No. 2, makes a back, and is in turn 
leaped over by No. 2 who now runs. Thus the 
race proceeds, leaving one man in the center of 
the floor who does not finish. The next to the 
last man makes the finish for his file, but the finish 
is a clean one. 

Overman Relay. This is similar to the 
Leapfrog Relay. Before the start of the race 
the first man makes a back about five yards in 



82 RELAY AND OTHER RACES 

frotit of 'his file. ' The No. 2 rndln leaps over him, 
and No. i completes the run, and returns, tagging 
o'ff '^the No. 1: mAh who in turn immediately tags off 
No. 3. Tn the meantime the No. 2 man has made 
a back ' fdr No; 3 ; 'and so the race proceeds. In 
this race the next to the last man makes the finish; 
one rha'n being left in the' center. 
' Tf^^^eL Reijay. Run just the same as the 
Overman 'Relay except that the first man gets 
down on his hands and knees, and the stunt is to 
crawl under the man rather than leap over him. 
^ HorsebV^cK Relay. At the start the No.. 2 
rrlan leaps on the back of the No. i man, who 
carries him pickaback to the far goal. Here the 
No. 2 man runs back and gets the No, 3 man, and 
so on. The^test man to be carried must run back 
to the starting line for the finish. 

Fire]>^an's- Lift Relay. At the start the 
front man of each file about faces, takes the No. 
2 man by the firemdn's lift, and carries him to the 
end of the course. The race is carried through 
^similar to the Horseback Relay. 

To make the fireinarl's lift from the standing 
position, face the othet man, grasp his left wrist 
with your right hand, and holding his hand high, 
tuck your- head under his left armpit, bending so 
that he will fall well over you. Put your left 
arm' between his kgs and put his left hand in your 



RELAY AND OTHER RACES 83 

left, grasping the wrist. ^ If he has been, properly 
adjusted he will now carry easily,- and your right 
hand will be free to grasp the rungs of an im- 
aginary ladder. 

Rescue Relay. Prior to the start, the first 
man takes a position about half way down the 
course, lying on his back with his head toward his 
file, and with his left arm well up. The No. 2 
man pulls him up and carries him by the fireman's 
lift to the far goal. The man who was carried 
starts back to touch off the next bearer. In the 
meantime the No. 3 man has run forward and lain 
down. ' The No. 4 man is the next to be touched 
off, and he carries the No. 3 man. Thus the 
even numbers do the carrying, and the odd num- 
bers act as patients; and- the files , must have an 
even number of men. The last burden-bearer fin- 
ishes at the far goal. 

Dead Man Relay. Before the race, starts 
the first man of each file4ies on his back, about half 
way down the course, with his head toward the 
file. The second man runs and grasps him under 
the neck, lifting him onto his feet. The patient 
keeps a stiff back to facilitate this move. While 
No. 2 lies down, No. i finishes and touches, off 
No. 3, etc. The next to the last man finishes, 
thus leaving one man on the floor at the finish. 

Wheelbarrow Relay. The front man gets 



84 RELAY AND OTHER RACES 

down and has his ankles (not legs) grasped by 
the No. 2 man before the race starts. They 
travel over the course as is customary in this race. 
At the far end, the No. i man runs back and gets 
the third man who is now lying down in readiness 
and they proceed as before. The finish is at the 
far goal, the '* wheelbarrow " crossing the line to 
win. 

Chair Carry Relay. At the word " Go '' 
Nos. I and 2 make a chair with their hands and 
carry No. 3 to the far goal line. Nos. 2 and 3 
return for No. 4, and Nos. 3 and 4 return for 
No. 5, etc. The finish is at the far goal line. 

Three-Legged Relay. Column of twos is 
formed, each couple locking arms. The running 
must be in step, the inner legs moving together as 
if they were tied. The first two round a point 
and return, touching off the second pair. The 
righthand man of the pairs always does the touch- 
ing off, the returning runners passing to their left 
of each file at the finish. The race ends at the 
original starting line. 

Chariot Race. This is the same as the three- 
legged race except that the runners form in col- 
umn of fours .and lock arms. They need noti 
however, keep in step unless they so desire. 



RELAY AND OTHER RACES 85 

Class 5 

Races where All Co.ntestants Run 
En Masse 

General Rules 

There are a few races where all the contestants 
run at once. In one respect these are Ideal — 
there are no spectators, and everybody not only 
gets in the game, but stays in it throughout the 
race. 

Where the file grasps one another in any way 
the team is disqualified if any one lets go. 

The finish is based on the last man of the file 
crossing the finish line. Files must not break be- 
fore this happens. 

Centipede Race. Each man in the file 
reaches around the waist of the man in front of 
him, clasping hands or gripping wrists. Gener- 
ally before the start they all mark time in order to 
keep in step. 

At the word " Go " they race in lock step 
around a given object, and return. 

Antelope Race. Why this is called the An- 
telope Race no one knows. It is run the same as 
the centipede race except that runners grasp the 
belt or other clothing of the men in front. This 



86 RELAY AND OTHER RACES 

gives more room, and better speed is attained 
with less skill needed. 

Caterpi^J.a:r . . Ra^e. This , back-breaking 
event is similar to the two foregoing except that 
the runners bend forward, gripping the ankles of 
the men in front. 

"ReiaV Centipede Race. Although this is 
not really a relay race in one sense of the word, it 
is similar W one. The runners are posted about 
ten yards apart in single file. At the word '' Go " 
the last man runs to the man in front of him and 
grips him about the waist. * The two continue aiid 
pick up the 'third man,. and so 'forth, until all are 
in a; close-gripped file. ' They run around a given 
point anH return to a firiish line as in the Centipede 
Race. . . ; , 

RelXy 'Antelope Race. This is run the 
same as the Relay Centipede. 

Relay Caterpillar. Same method as the 
Relay Centipede. 

Mass Relay. A thousand men can take part 
in this race as easily as ten, and all are running at 
the same time. This is really an outdoor affair, 
but can be handled on a smaller scale in a hall. 
The files are formed as for any file relay, a dis- 
tinguishing mark being placed on the rear man of 
each file. One hundred yards, say, in front of 
each file, a stake is driven in the ground, or a man 



RELAY AND OTHER RACES §7 

may be posted here. . Similarly, ten yards back 
of the rear man of each file another stake Is 
placed. This Is the finish stake. . .-u^ 

At the start everybody begln^ to run, but It Is 
against the rules to pass the man In front of you. 
Each file must run the hundred yards, round the 
stake, encircle the stake at the rear and come 
back to the starting position. The file which gets 



5takg yr- 7 ^"^ '"! --: — ^ ^^-^-^ V) ^^^^^ 



6take (V 



^ 



■Vv--'&*a^e 



MASS REEay 



its last man by the rear stake is the winner. A 
judge should be posted at each • rear stake to 
wave a handkerchief as the last man crosses the 
line. It will be seen that each file will be held 
back by ats slow runners just as a'xhain Is no 
stronger than Its weakest Hnk..- 

Skin THE S.NAKE. Each member of the file 
stoops over, placing the right hand between his 
legs and grasping the left hand of the man In 
back. The last man lies down and all straddle 



88 RELAY AND OTHER RACES 

and back up, lying down in turn with hands still 
gripped. At the start the rear man gets up aad 
thus they return to starting position and run 
around a given point and return, as in the Ante- 
lope Race. 

Class 6 
Miscellaneous Races 

Leap Frog Race. Each file standi with a 
space of five feet between men, and all but the 
rear man bend over. The rear man leaps over 
all the others and remains '' down." The next to 
the rear man follows, and so on until the original 
front man has jumped over all the others. He 
then sprints across the goal line at the far end of 
the course for the finish. 

Ten Trips. A baseball or basket ball is 
thrown over a certain route from man to man to 
make a '' trip." Three men constitute a team, 
and their distance apart depends upon the sort of 
ball used. They stand in this order: 1-2-3, and 
the ball is thrown as follows : 2-1-3-1-2, this con- 
stituting one *' trip." Ten trips make one game. 

Several teams compete, the object being to see 
which can complete the ten trips in the shortest 
time. 

Cross Country Relay, The runners are 



RELAY AND OTHER RACES 89 

posted between points several miles apart, each 
team having the same route, or if desired sepa- 
rate but approximately equal routes may be used. 
Distances between posts vary with the physical 
development of the runners. A sealed message 
should be passed to make the race more interest- 
ing. 

A Variation is to designate the two points, ap- 
point two captains, and let the captains select 
their own routes, keeping these secret from the 
other team. 

Passing the Buck. The players of each file 
stand in a stooping position with hands on hips. 
At the starting word the rear player comes to a 
standing position and strikes the seat of the man 
in front of him sharply with both open palms. 
The '^ buck " is thus passed to the front, when the 
front man runs to and around a given point, re- 
turning to the rear of his file and starting the 
'* buck " again. When the original front man 
finishes his run and crosses the line the race is 
over. 

Potato Race. The potatoes are laid on the 
ground two yards apart, the first one being two 
yards from the starting line, and all being on line 
with the file. At the head of each file a recep- 
tacle, not over two feet high nor thirty-six inches 
in circumference is placed, to receive the potatoes. 



90 RELAY AND OTHER RACES 

There are eight potatoes for each file, a? number 
of files contesting with one another^ ^ . 

The first man picks up the potatoes,, in any 
order, one at a time, and places (not throws) 
them into the receptacle. The No. 2 men. all 
place the potatoes back again, one at a time^ and 
so on ; the potatoes being alternately picked up 
and put out until the last man finishes. 

The last man, when he has finished his task, 
must cross a finish line, five yards to the rear of 
the original starting line. This simplifies the 
matter of picking the winner. 
' Variation, Beanbags placed upon Indian clubs 
may be used instead of potatoes, if desired* Es- 
pecially good for the gymnasium are wooden 
blocks, as they do not roll,, and they last con- 
siderably longer than the perishable '* spud.^' 
For the outofdoors, stones are good; this being 
a fine event for camp. 

■ ScoiJT Relay Format-ion. This, relay type 
was developed by the writer for Scout contest 
work and has some advantages over the shuttle 
type, especially where a man, a staff, or some 
other object is to be carried. It is valuable in 
restricted quarters because it takes. up. very iittle 
space, and is safer than the shuttle or straight 
file relay in passing such objects as a staff or flag. 

Reference to the sketch will show that in an 



RELAY AND OTHER RACES 91 

eight-man relay where the object is passed seven 
times, in four of these times the two men a,t point 
of passing are running in the same direction. 
This is about the closest formation possible to the 
circular track method, using a rectangular room. 
It is not susceptible to as many variations as the 
shuttle relay, however. 



6ta»-tA_ 
0- 



finish 






<■- 



Finish 



6tart <L- «. 



I ^ 



SCOUT RELAY 



Shuttle Relays. The shuttle relay is be- 
coming very popular on the playground and with 
school physical directors. It has many merits, 
may be varied in sonie interesting ways, and ob- 
viates the old run to a goal and return. 

Each team or file is divided in half, one half- 
file being at each end of the course, the two files 



92 



RELAY AND OTHER RACES 



facing each other. The No. i man runs across 
to his colleague heading the other half-file, 
touches him off, and drops out. This second 
man runs back to the first half-file and touches 
off the second man there, and so on; the men go- 
ing back and forth like a shuttle. The last man 
finishes at the original starting line. 

Many of the novelty races described under 



13 II 9 7 5 3 f 

o o o o o o d 



o © 



— ♦ Team 



A -r 



— ^ team B — 



Team C 

SHUTTLE RELAY 



Z 4 6 8 10 12 14 
lO O O O O O O 



® <b ^ 



*— . I© © © © 



classes i, 4 and 6 are workable as shuttle relays 
with a little adaptation. These we will list with 
a word or two of explanation where changes are 
necessary. 

Slipper Shuttle Relay. The No. i man 
wears the slippers, runs to No. 2, and so on to 
the finish. 

Backward Shuttle. When touched off the 
runner about faces and runs backward. He 
keeps running until the next man can touch his 
back. 



RELAY AND OTHER RACES 93 

All Fours Shuttle. Same as straight All 
Fours Relay. 

Elepha.nt Walk Shuttle, Same as or- 
dinary Elephant Walk Relay. 

Jumping Shuttle Relay. Jump instead of 
run. 

Hopping Shuttle Relay. No comment 
necessary. 

Frog Jump Shuttle. No comment neces- 
sary. 

Medley Shuttle. Have odd men run and 
even men hop. Have one entire half-file jump 
instead of run. Combine several types in one 
race. 

Hat and Coat Shuttle. The first man of 
each file wears a large coat and a hat. (The 
coat is not buttoned during the race.) He runs 
to No. 2, changes coat and hat, and drops out. 
No. 2 touches off No. 3 by again changing, and 
so on to the finish. The coat and hat must be 
entirely on before a man can run. 

Set 'em Up S-hutt^le. Two circles are drawn 
half way between each half-file, an Indian club 
standing in one of these. The runner must 
change the club from one circle to the other be- 
fore finishing his run. 

Potato AND Spoon Shuttle. Both potato 
and spoon are passed from man to man in lieu of 



94 RELAY AND OTHER RACES 

touching off. There is no receptacle, the potato 
being merely carried. 

Basket Ball Balance Shuttle. The ball 
is balanced on the palm of the right hand, and 
only the right hand is used in handing the ball 
from man to man. 

Knife and Peanut Shuttle. Only one 
peanut is used, No. i dropping the peanut on the 
ground and passihg the knife to No. 2. No. 2 
has to pick the peanut up with the knife and. run 
to No. 3. ' , ^/ 

Dizzy Shuttle. In the center of the course 
an Indian club is set up. The runner must place 
his hands on his knees, and encircle this five times 
before completing his run. If the club is tipped 
over it must be set up again. 

Over the Top Shuttle. The crossbar over 
which the basket ball must be thrown is located 
half way down the course. The race is described 
in Gl^ss I. ' - 

Educational Shuttle Relays. The first 
man may be equipped with triangular bandage. 
Each man is instructed as to the bandage he must 
apply. Only overhand knots are used, and, no 
pins inserted. The first man may apply a right 
arm sling to No. 2, who takes it off and puts a 
head bandage on No. 3, and so on. Or rope 
may be ustd and certain knots tied to the arms of 



RELAY AND OTHER RACES 95 

the runners as directed, tke next *' victim '^.hav- 
ing to untie the knot from the man who is to tie 
himJ A judge for each half-file will be needed 
for this type of race. ^ ■ . ^ 

Stool Shuttle Relay. Half way down the 
course a stool, without a back, is placed. Each 
runner must pause, sit dn the stool and knock his 
feet together before proceeding. ' / 

Crab Shuttle. For short distances only. 
Same as ordinary Crab Race. 

Leapfrog Shuttle Relay. A man is 
permanently stationed half way down the course 
to make a back. Each runner must leap over 
him. 

Tunnel Shuttle Relay. Same as above 
except that runners must crawl between a man's 
legs. 

Run-Around Shuttle. A man stands at at- 
tention half way between the two half-files. 
Each runner must run around him. 

Horseback Shuttle. No. i runs across 
arid carries No. 2 back to No. 3. No. 2 carries 
No. 3 back to No. 4, and so on to the last pair, 
who finish at the original starting line. 

Fireman's Lift Shuttle. Same as Horse- 
back except for the method of carrying. 

Potato Shuttle Race. Half way between 
the two half-files a receptacle is located contain- 



96 RELAY AND OTHER RACES 

ing six or more potatoes. The first man must 
take these out, one at a time, and place them at 
designated points, half of them on his side of 
the receptacle, and half toward the other half- 
file. He then touches off No. 2, who puts them 
back in the pail again, touching off No. 3. The 
last man, after putting the potatoes in the pail, 
runs back and crosses the original starting line for 
the finish. 



CHAPTER VII 
STALKING AND SCOUTING GAMES 

Ambushing the Wagon Train 

The boys are divided Into two equal groups, 
the Pioneers, or Wagon Train, and the Indians. 
The Indians start out ten minutes in advance and 
set an ambush over the previously agreed trail. 
The Pioneers follow this trail and may not leave 
it except for the sending out of two Scouts, one 
each side of the trail. 

If the Pioneers see any of the Indians before 
the ambush has been sprung, they are the winners, 
and the teams change sides. If, however, an In- 
dian touches a Scout before the Indian is seen the 
Scout must sit down and not give the alarm. 

In order to spring the ambush the Indian Chief 
utters a loud warwhoop, whereupon the Indians 
set upon the settlers and a battle ensues, each 
party trying to pull off the hats of the others. 
The Pioneers will wear handkerchiefs on their 
arms to distinguish them from the bloodthirsty 
savages. 

For one minute after the warwhoop the Pion- 

97 



98 STALKING AND SCOUTING GAMES 

eers may not do anything to defend themselves 
except dodge about. They may not try to pull 
off the Indians' hats until this minute is up. An 
umpire accompanies the Pioneers to enforce this 
rule. This puts a premium on a prompt and ef- 
fective attack. As soon as the minute is up the 
battle for scalps is on in earnest. It is unfair to 
hold on the hat with the hand, to tie it on, or to 
use the chin cord. The latter ruse will result in 
several hats being a total loss, anyway. 

The battle lasts for six minutes from the time 
of the warwhoop; the winners being those who 
get the most scalps. A scalped man is out of the 
game, but retains his captured scalps. The 
Pioneers may win without a battle by seeing an 
Indian before the warwhoop is sounded. 

Attention 

The players are formed in a line and count 
fours. The drill master then calls out a number 
and gives a marching or facing command. All 
players with that number will execute the com- 
mand. If a player is slow or obeys out of turn, 
or makes any other error, he has to fall out of 
the game. The last man is the winner. 

Variation. The straight Competitive Drill is 
good to develop mental alertness. The group is 
drilled; each man making an error falling out 



STALKING AND SCOUTING GAMES 99 

until only one Is left, who Is the winner and who 
receives a ribbon or bar pin. 

Bill Sikes and his Airplane 

Bin Is a dangerous character who alights In an 
airplane because he Is out of gasoline. He there-' 
upon signals his three friends. If by day he uses 
a smoke signal. If by night he uses a rocket. 
He must alight, however, within certain clearly- 
defined boundaries. 

The police have five to ten minutes start of the 
three friends (depending on the country) and 
they throw a cordon of guards between BUI and 
the common starting place. They may not place 
a man nearer than 200 yards to either BUI or the 
starting place. They try to Intercept (by touch- 
ing) the three adventurers who are doing their 
best to get to the airplane with more gasoline. 

The three friends of BUI wear a neckerchief 
tied on their arms In order to distinguish them, 
and must carry a tin can filled with pebbles which 
will rattle. At night they must flash a '' bug- 
light " at least every minute. 

If any one of the three gets through within a 
given time, they win. If all three are touched 
the police win. The number of players deter- 
mines the width of the field used. The type of 
country governs the length of the game. 



loo STALKING AND SCOUTING GAMES 

Compass Pointing 

The leader names a compass direction, and all 
the Scouts lay their staves on the ground point- 
ing in the direction named, as accurately as they 
can estimate. The leader then tests them wi^h 
a compass and determines the winner. 

Cops and Robbers 

A jail is established and one-fourth of the play- 
ers are selected to be the robbers. The robbers 
hide within certain well agreed boundaries and 
the cops go out after them, trying to bring them 
in bodily, regardless of more or less vigorous 
resistance. A recalcitrant robber may be tied up 
in order to get him to the jail, but rope should 
not be left on him, as this may stop circulation. 

Robbers must stay in the jail unless an ex- 
change of prisoners is arranged. Cops may be 
captured and must stay in the robbers' den if 
tagged by any three robbers at once. Game ends 
when all the robbers are jailed. 

Crazy Abyssinian King 

In this unique game suggested by Chief Sea- 
scout James A. Wilder, there are two parties, the 
Army and the Senate. The members of the 
Senate wear a piece of red yarn tied about their 
right arms, while the Army wear green yarn. 



STALKING AND SCOUTING GAMES loi 

This yarn must hang down at the side of the arm 
at least three inches. 

The Senate believe that the King is a little 
cracked, or, to quote Mr. Wilder, has *' bats in 
his belfry." This is borne out by the actions of 
the King. The Army, on the other hand, is 
loyal, and asserts that the actions of His Majesty, 
while somewhat erratic, are merely the result of 
his impulsive disposition. 

The King takes up a position in the center of a 
clearing, while the Army and Senate, armed with 
paper and pencils, scatter and hide in the woods 
to watch. The King at one minute intervals goes 
through a series of absurd stunts, such as standing 
on his head, jumping up and down, etc. It is 
customary to pick a natural comedian to act as the 
King. 

The opposing parties each try to see and write 
down all the antics of the King, and at the same 
time attack and put out of business their oppon- 
ents. To do this they pounce upon an opponent 
and pull off his strip of yarn, which puts him out 
of the game. 

The leaders of the two parties divide their 
forces into spies and fighters. The spies creep 
as far forward as they can in order to see well. 
The fighters are husky, and try to put the other 
side out of commission. 



I02 STALKING AND SCOUTING GAMES 

At the end of a given time the side which has 
the best description or descriptions of the actions 
of the King, is the winner. The time must be 
governed by the amount of good cover oh the 
edge of the clearing and the aggressiveness of the 
players. 

If desired, in the evening around the carripfire, 
a sort of court-martial may be held to decide 
whether the King really is the way the Senate 
thinks or not, and a clever pleader for each side 
is introduced. The actions of the King are dis- 
cussed frankly, and a jury decides as to his mental 
status. 

Cross Country Signal Race 

There should be two cross country runners, a 
reader, sender, receiver and writer on each team. 
A runner from each team is posted with the 
Scoutmaster. The signal readers and senders of 
both teams are posted about one eighth of a mile, 
say, north of the Scoutmaster and at least lO 
yards apart. The receiver, writer and runner of 
one team are located one eighth of a mile west of 
the sending station, and in plain sight of it. The 
corresponding members of the other team take up 
a similar position to the east. 

The Scoutmaster gives a duplicate written mes- 
sage to each runner stationed with him and these 



STALKING AND SCOUTING GAMES 103 

run to the readers of their teams. The message 
is read, received and written down, turned over 
to the other runner and brought back to the 
Scoutmaster, thus making a sort of triangular 

D ^Message gg'oo '^^^^^^"^ ^ 



O 



:.66 



c. 



C. 



<X ^'^^^' p 



, , 5M. Scoutmaster 



^x$>^ VCly R f?eader 

-5. 6€nder 

Rec. Receiver 

W. V^riter 

CROSS COUNTRY SIGNAL RACE 

journey. Additional teams may be added if de- 
sired, and more runners may be used by making 
the running distances greater and using relay 
half-way stations. 

Escaped Convict 

The convict starts from a natural gathering 
point and hides wuthin a given section of woods. 
After five minutes all start out after him, no one 
being permitted to stay nearer than 100 yards 
from the starting point. The convict may either 
hide or move from place to place within his ter- 



I04 STALKING AND SCOUTING GAMES 

ritory. If he remains unseen or gets back to the 
starting place without being touched, he wins. 
If seen he races for the starting point and all 
raise a hue and cry, trying to intercept him before 
he gets back. The first man to see him is convict 
next time. 

Find the Scoutmaster 

Before the Scoutmaster hides he gives each 
patrol a sealed envelope with directions how to 



r--. 



.^ 




5tart 



Tigera — 



FIND THE SCOUTMASTER 



find him. Each envelope contains the descrip- 
tion of a different route, each about the same 
length. These directions contain references to 
the compass and to nature study, such as trees and 
flowers. A sample direction is as follows: 

'' From the southeast corner of the lodge, pro- 
ceed east 50 paces. From here go 120 paces 



STALKING AND SCOUTING GAMES 105 

northeast. From the nearest beech tree go south 
30 paces and search for a mullein plant over three 
feet tall. From there go southeast 100 paces 
and find a white oak stump. I will be 47 paces 
south of this point." 

The patrol finding the Scoutmaster first is the 
winner. Of course this is a variation of the treas- 
ure hunt idea, but it is just these different pre- 
sentations that lend variety to the outdoor pro- 
gram. 

Flag Raiding 

To prepare for this game even sides are chosen 
and the flag stations decided upon. Four or five 
hundred yards apart is far enough if there is good 
cover. Any farther will result in too much time 
being wasted before the two parties get together. 

Each player on one side has yarn of a certain 
color tied on the left arm above the elbow, the 
ends hanging down at the side at least three 
inches. The other side uses a different color. 
Each side go to their respective stations to stick 
the flag in the ground in the center of a clearing 
100 yards wide, and to receive directions from 
their captain. 

The captains divide their men into three 
groups; scouts, fighters and guards. The guards 
may not go nearer than 20 paces from their flag, 



io6 STALKING AND SCOUTING GAMES 

except when it is definitely attacked by the enemy. 
The scouts supported by the fighters, go out at 
once to get in touch with the enemy. Any player 
who loses his yarn or has it taken from him, is 
out of the game. He may retain, however, the 
yarns he captured before he was '' killed." If a 
man is '* killed " when he has the flag, he must 
drop it there. 

The object of the game is to get the enemy's 
flag and plant it at your own station. The first 
team doing this wins, and the game is over. In 
case the game is played a long time and no one 
captures a flag, the director may call ^* Time," 
and the side which has lost the least men is the 
winner. 

Variation. Use yarn on both arms. If one is 
pulled off that hand must be put in the player's 
pocket. He -is wounded. If both yarns are cap- 
tured he is dead, and out of the game. 

Variation. Pull off hats instead of using yarn. 
One team wears handkerchiefs tied around an 
arm to distinguish them. It is unfair to use hat 
cords or to hold the hat on with the hand. If 
hat is '' lost off " the man is out. 

Variation. Use several small flags and one 
big one. Small flags count 5 points and the large 
one the total value of the small ones. Set a time 
limit and score by points. A flag once captured 



STALKING AND SCOUTING GAMES 107 

may not be recaptured, except while being carried 
to enemy's flag station. 

Variation. Play the game at night. Tie 
white neckers around shoulder of men on one 
side. The guards may stay within 40 feet of 
their flags. Use flashlights. To capture a man 
hold him and say, '^ One, two, three." 

Follow the Trail 

Divide into two parties, one taking five minutes 
start and leaving a plain trail with at least five 




N-We turned here" 



- Dont taKe thb trai I " ^^^^* 

1 



FOLLOW THE TRAIL 



notes concealed. These notes are found by ar- 
rows with squares attached to their tails, and in 
the square the number of paces indicated from 
arrow to note. 

The second party follows and tries to find the 



io8 STALKING AND SCOUTING GAMES 

hiding place of the trail-makers, which is under 
cover about one mile from the starting point. A 
fair time is agreed upon in advance, and the sec- 
ond party must now change sides, the former trail- 
makers doing the tracking. On the return trip 
a different route is used and the side wins which 
does the tracking successfully in the best time. 

Guard the Staves 

Three Scout Staves are set up in tripod form 
and tied at the top. A circle about eight yards 
in diameter is formed by the players around the 
staves, and each player, by drawing a line in front 
of him, helps to estabhsh a circle from which to 
throw. 

The object of the game is to throw a basket 
ball and hit the tripod. This, the man who is It, 
tries to prevent by standing close to the staves 
and batting the thrown ball with hand or fist. 
The throwers must not step over the line, and 
generally throw the ball about from one to an- 
other in order to confuse the man in the center. 

If the staves are hit the thrower is It, it being 
considered an honor to play in the center. If the 
ball is batted and caught on the fly, the catcher 
is It. In hitting the staves a bounded ball does 
not count. 



STALKING AND SCOUTING GAMES 109 

Hidden Patrol 

One group challenges another to a game of 
Hidden Patrol, and a fair time is established for 
the completion of the game. The first group 
scatters and hides in an acre of land with well 
defined boundaries and good cover. The other 
group tries to capture and bring into prison the 
hidden patrol. Any man tagged is captured and 
is then personally conducted to the prison. 

The prisoners may be freed by any man on 
their side who can get into the prison without 
being tagged, and all prisoners are allowed time 
to go and hide again. Where a fair time is hard 
to decide the two groups may change places an J 
the winners will be those who round up most of 
the enemy in a definite time. 

Hunt the Scout 

The Scout is given five minutes to hide himself 
in a certain well-defined section of woods. The 
others try to find him, the first man seeing him 
acting as the hider next time. If the hunting 
party cannot find the Scout they notify the direc- 
tor, who blows his whistle, and the Scout may 
hide again, and as often as he can elude his hunt- 
ers. 

This game differs from Escaped Convict in that 



no STALKING AND SCOUTING GAMES 

the Scout stays in one place and makes no attempt 
to return to his starting point. 

Identification 

Specimens of tree leaves, shrubs, wood, min- 
erals, ferns and flowers are displayed, and each 
numbered. The players have scratch pads or 
cards and endeavor to write according to number 
the names of the specimens. The one with the 
best list is the winner. Don't forget to have a 
booby prize also. 

Kelly Says (O^Grady Says) 

The boys are lined up to drill, using either 
military or gymnastic commands — sometimes 
both. When the command is preceded by the 
words '* Kelly says," the command must be 
obeyed, otherwise not. When a man obeys the 
command which has not been preceded by ^* Kelly 
says," or when a man makes any other mistake 
he must fall out. The one who stays up the 
longest wins. This game is one of the best de- 
velopers of mental alertness ever invented. 

Kim's Game 

A number of miscellaneous objects are arranged 
on a table and covered with a cloth. The play- 
ers are brought to the table in convenient groups 



STALKING AND SCOUTING GAMES in 

and the cloth removed for one minute, by a stop 
watch. The players must then retire beyond 
sight of the table and write a careful description 
of the objects and their arrangement. The man 
with the best description wins. 

Lion Hunt (Improved) 

The lion carries a limited amount of torn pa- 
per and must hide when this trail-making material 
is exhausted and within twenty paces of the last 
paper. He has colored yarn tied around wrists, 
knees, ankles and above elbows. This yarn must 
hang down at least three inches. 

The hunters have similar yarn tied above right 
elbows, only. When they locate the lion they 
may attack him only two at a time, and try to kill 
him by pulling off all his yarn. If they can do 
this without losing four men they are the win- 
ners, but if he can kill four men by pulling off 
their yarn, he is the winner and is allowed to 
escape with honor. 

The lion should pick a soft spot for the final 
struggle, as it is apt to be pretty strenuous and 
a menace to shirt sleeves, collars and suspender 
buttons. 

Living Compass 

The players are in open formation and stand 
with one arm extended in front. The leader 



112 STALKING AND SCOUTING GAMES 

names any of the i6 principal points of the com- 
pass and all face in that direction. If any one 
makes an error he must fall out; the last man 
being the winner. In case of argument a com- 
pass will be desirable to check the accuracy of the 
directions indicated. 

Lost Battalion 

Two even teams or armies are selected, one 
side wearing pennants of red yarn above the left 
elbow, and the other wearing green. These must 
hang down on the side three inches. The game is 
played in a clearing surrounded by cover, with a 
goal in the center of the clearing. 

One group goes out and hides in the woods 
within certain well-defined boundaries, leaving 
one man as a spy in the clearing with the enemy. 
His only function is to mislead the enemy with 
false signals and to call in his comrades if he 
thinks the conditions are favorable. He may 
not be captured, nor may he score for his side. 

The home army divides its forces, some going 
out to hunt for the lost battalion (which must 
hide in a group and stay there), and the rest be- 
ing scattered to defend the goal. If the lost bat- 
talion is sighted the finder shouts, ^' Lost bat- 
talion,'' and the defenders tak^ a defensive posi- 
tion as quickly as they can. The battalion 



STALKING AND SCOUTING GAMES 113 

charges for the goal, either in a group or singly, 
as soon as the call Is made, trying to get inside 
the goal before being captured by losing their 
yarn. The defenders each pick out a man and 
try to down him and get the yarn without losing 
their own. To win, the lost battalion must get 
one-third of their men safely inside the goal. 
They may also win by remaining safely hidden 
for thirty minutes. 

The spy tries to mislead the hunters and send 
them all in the wrong direction. He continually 
sends prearranged whistle signals to his party; 
and if he deems it wise he gives out the call, 
*' Lost battalion," whereupon his men charge for 
the goal. This is generally done when the de-: 
fenses are very weak at the point nearest the lost 
battalion. After a game the sides generally 
change positions. 

Nature Study 

While on a hike the Scoutmaster announces 
that he will give points for the identification of 
trees, ferns, flowers, birds and animals. Only 
the first time counts for a given variety, however. 
Thus red maple might count one when first identi- 
fied, but could not be used again during that 
game. Most identifications count one point, but 
some of a rarer nature might count three or four. 



114 STALKING AND SCOUTING GAMES 

This depends upon the judgment of the leader. 
At the end of a certain time, say 15 minutes, 
the boy with the most points wins. This game 
has several good points. It shows up the boys 
to whom God's out-of-doors is a closed book, it 
encourages those who know nature to tell about 
it, it really teaches the group the names of things, 




NATURE STUDY 

it develops observation and it makes the hike in- 
teresting. 

Variation, On the hike each boy collects all 
the specimens he can, and does not tell the others 
what he has. These are brought together and 
spread out at the resting place. Each boy gets 
one point for specimens which no other fellow 
can match, and each boy failing to match gets 



STALKING AND SCOUTING GAMES 115 

one point off. Start with score of 100. In scor- 
ing start with the commonest things and discard 
one by one. 

Nature Race 

While gathered in the open the leader says, 
'' Let's have a nature race ! Who will be the first 
man to bring me a sassafras leaf? Go!'' A 
mad scramble follows. It is surprising how 
much fun a group of boys will get from this stunt. 
Some of the things will be in plain sight and no 
one will see them. Among the objects raced for 
in one camp were : 

' A perfectly good mosquito. 
A wasp, alive and kicking. 
A live frog. 
A sprig of juniper. 
Elm bark. 
A white violet. 
Lady fern. 
Red cedar. 
Red sandstone. 
Flag root. 
Partridge berry. 
A white oak acorn. 
Sassafras leaf. 



ii6 STALKING AND SCOUTING GAMES 

Quick Commands 

As a training for alertness and obedience this 
game is very good. The boys are in line for a 
drill and the leader warns them that he is going 
to give them some quick and unusual commands 
and that if any one makes a mistake he must fall 
out. 

He then gives a number of miscellaneous com- 
mands such as, 

Attention. 

Fall out. 

Fall in. • 

Sit down. 

Stand up. 

Hands on hips. 

Arms forward. 

Left arm down. 

Right arm 'way up. 

Left foot forward. 

Right hand on head. 

At ease. 

Shout. 

Arms horizontal. 

These are merely suggested commands which 
will make clear the sort to give. They are 
limited only by the ingenuity of the leader. 



STALKING AND SCOUTING GAMES 117 

Rabbit Hole 

All the players, but the man who is It, form 
a circle with ample room for a man to pass be- 
tween players. Each man carries a staff and 
makes a small hole where he stands. A hole 
about five inches in diameter is made in the center 
also. A volley ball or similar ball is placed in 
the center hole, and the man who is It takes his 
station near it. All the other players keep one 
end of their staves in their holes, but as often as 
they dare they try to poke the ^' rabbit '' or ball 
out of the center hole and outside of the circle. 
The man who is It tries to keep it in its hole with 
his staff, at the same time trying to; get his staff 
in the hole of one of the other players. If he 
succeeds, the one whose hole he takes must now 
be It. 

Reading Maps 

A mysterious message is concealed at a point 
several miles away and its exact location marked 
on several duplicate U. S. Topographical Maps. 
Several patrols compete in finding the message 
and getting it back to the leader. The message 
is in duplicate, one for each patrol. 

It is permissible to signal the message back if 
the patrol is clever enough. The first correct 
message back wins for the patrol that brings it. 



ii8 STALKING AND SCOUTING GAMES 

The message is so located that it Is advisable to 
go after it cross-country. It may be well here 
to state, however, for the benefits of city boys, 
that tall grass in the country is hay^ and it is wise 
to go around it rather than through. 

Rival Despatch Bearers 

One of the best Scouting games given in the 
Canadian Scout Handbook, and described here by 
special permission, is The Rival Despatch Bear- 



\ 

\ 
\ 


® 


/ 




*-^^ 





/ 



o 



o / 

o 
o 

o 
o 






RIVAL DESPATCH BEARERS 

ers. Two groups or patrols are selected and 
each group appoints a despatch bearer. The 
Scoutmaster takes up a central position while one 
despatch bearer starts two miles north of him, 
say, and the other two miles south of him. Each 
starts at the same time to deliver the message, 
but the remaining men of his group try to inter- 
cept the rival runner and hold him. The two op- 
posing cordons of men cannot come nearer than 
200 yards either to the Scoutmaster or to the 
starting points of the runners. 



STALKING AND SCOUTING GAMES 119 

The group wins whose runner first delivers the 
message to the Scoutmaster. If the runner tries 
to make too great a detour he may lose on time, 
and if he goes In too direct a route he may be am- 
bushed, so that the game opens up several nice lit- 
tle questions of real Scoutin.g. 

Running the Blockade 

This is a good Indian game and should be 
played where there is plenty of cover, and yet 
not too thick undergrowth for moving rapidly. 
Two good Scouts have to deliver an imaginary 
message to the Scoutmaster, and all the rest of 
the troop act as Indians and do all they can to 
prevent them getting through. 

The Scouts take up a position several hundred 
yards away and start when the Scoutmaster blows 
a whistle. The Indians spread out in a long line 
about half-way between the Scouts and the Scout- 
master, and may not come any nearer to the 
Scoutmaster, but start toward the Scouts if they 
wish when the whistle is blown. To win, the In- 
dians must catch and hold both Scouts. Those 
who do most to catch the Scouts may act in that 
capacity next time. With two Scoutmasters on 
the ground real messages may be transmitted in 
true Scout style. • 



I20 STALKING AND SCOUTING GAMES 

Scouts and Indians 

Two'Iines are drawn about ten yards apart, the 
space back of one being the Stockade, and the 
space back of the other being the Indian Village. 
The neutral space between is dangerous to both, 
but each is safe in his own territory. 

Each party makes raids into the neutral terri- 
tory and captures members of the other team, 
bringing them bodily into headquarters. At the 
end of five minutes the team that has captured the 
most men wins. Prisoners are out of the game, 
acting merely as '' rooters." 

Scout Meets Scout 

The players divide into two equal parties and 
set out by different routes to the same destination, 
generally by road. The game may be played 
around a small lake, around which the players 
make a circuit. The object of the game is to see 
the other group at the point of meeting before 
they see you. 

When the probable point of meeting is nearly 
reached, each party sends out scouts and generally 
hides along the road until they report. 

The game is made more interesting by having 
each party send a spy to follow the other party. 
This spy keeps out of sight, and by a previously 
arranged call he warns his friends when the other 



STALKING AND SCOUTING GAMES 121 

party approaches. He follows close by the 
enemy, and may be captured by being overpow- 
ered, and if necessary, gagged. 

In one game the spy found out where the enemy 
were lying in ambush and coolly floated by them 
in a rowboat. By means of the bob-white call he 
warned his friends, who were able to see the 
enemy by climbing a tall tree. 

Siberian Man Hunt 
A snow game. The escaped prisoner has five 
minutes' start and leaves a trail in the snow. 
When the others come up with him he fights with 
snowballs. If the prisoner hits a hunter, the 
hunter is out of the game, but the prisoner must 
be hit one half as many times as there are hunters 
before he is " killed." 

Smugglers over the Border 

A certain fence or other definite boundary is the 
border. The smugglers assemble on one side of 
this. The town is a goal about a mile from the 
border, and the smugglers are trying to get for- 
bidden material into the town. This the guards 
try to prevent by throwing a cordon between town 
and border, this line to be at least 100 yards from 
the town. 

All the smugglers cross the border^ but only one 



122 STALKING AND SCOUTING GAMES 

carries the material. He wears tracking irons. 
The other smugglers try to draw the guards away 
from his trail which the guards are planning to 
follow. In order to win, the guards must catch 
and hold the guilty smuggler before he enters the 
town. 

Smuggling the Gold 

This game is played in a clearing, at the center 
of which a goal is placed. One party acts as the 
smugglers, and the other as revenue men. The 
smugglers hide, taking with them the *' gold " 
which is any small object previously agreed upon. 
The revenue men are not allowed to know which 
smuggler has the gold. 

When the leader blows his whistle the smug- 
glers start to work toward the goal which is 
guarded by the revenues. The smugglers win if 
they can get the gold inside the goal. To capture 
a smuggler he must be held while '* One, two, 
three " is counted, and then the captor says, 
'* Give up the gold.'' If he has it, the smuggler 
must surrender it at once. The revenues con- 
centrate on the men whom they think have the 
gold, while naturally the smugglers try to draw 
their attention from the one who really has it, thus 
opening a gap in the cordon. 



STALKING AND SCOUTING GAMES 123 

Snow Fort Attack 

One-third of the players man the fort and the 
other two-thirds attack. Each side has a general 
who has charge of the strategy for his side. If 
a man is hit once he is wounded, and may make 
snowballs but cannot fight. If hit twice he is 
dead, and out of the game. A general, however, 
must be hit three times to be killed, in which case 
another is appointed. 

The besiegers have half an hour in which to 
capture the defender's flag or to occupy the fort. 

Stalking 

The Director goes into some woods where there 
is excellent cover, and blows his whistle. The 
boys stalk him, all trying to get as near to him as 
possible without being seen. He blows his whistle 
every few minutes to indicate his position. If he 
sees any one he directs that person to stand up. 
After a suitable time he calls, ^' All up,'' and the 
boy nearest to him is the winner. 

Variation. The man who is being stalked is 
blindfolded. He stands in „ the brush where 
plenty of dry branches render it difficult to ap- 
proach him. An umpire stands beside him. If 
he hears any one he points in that direction and 
says, *' There! " The umpire directs the proper 
man to drop out of the game. The boy who first 



124 STALKING AND SCOUTING GAMES 

touches the listener is the winner, and acts in his 
place for the next game. 

Tails 

Each Scout tucks his neckerchief into the back 
of his belt with one end hanging down. The 
players are divided into two teams, and approach 
one another from opposite sides of a field. The 
object is to capture as many of the enemy^s tails 
as possible, and still keep your own intact. When 
a man's tail is captured he is out of the game. 
The team which has the most captured tails in 
fifteen minutes wins the game. It is well to dis- 
tinguish the two teams by a handkerchief tied 
about the upper arm. These tails may be used 
instead of yarn in most stalking games. 

Taking Cover 

This game is played in a clearing surrounded 
by good cover. A goal is established in the cen- 
ter of the clearing, and colored yarn is used to 
distinguish members of the two teams. This is 
tied on the left arm above the elbow, with a three 
inch tail hanging down. 

One party scatters and hides around the edge 
of the clearing. The other stays inside the goal, 
which is about five yards square. When the Di- 
rector blows his whistle the two teams change 



STALKING AND SCOUTING GAMES 125 

places, the men in the goal taking cover, and those 
who are hidden rushing for the goal. Between 
the cover and the goal, fighting takes place; the 
object being to pull off the enemy's yarn and thus 
to put them out of the game. When the several 
groups have settled the fighting some take cover, 
some go into the goal, and some, who have been 
put out, retire to the side lines. 

As soon as all are either under cover or in the 
goal, the Director blows his whistle again and 
the men again change places, fighting as they 
meet. When this fighting is over the game is fin- 
ished, the team with the most men being the win- 
ner. 

In changing places the players may in some 
cases elect to avoid fighting and simply make for 
goal or cover. Any player who is seen after he 
has taken cover, and before the whistle is blown, is' 
out of the game. 

Tracking for Points 

Two boys go ahead with a ten-minute start, 
leaving a trail with arrows or paper, and occa- 
sionally dropping a few grains of oats, tapioca, 
corn or split peas. The rest of the party follow 
the trail, each kernel of grain counting one point 
for the sharp-eyed lad who finds it. The one 
with the most points at the end of the run is the 



126 STALKING AND SCOUTING GAMES 

winner. Interest is increased by using two kinds 
of grain, and having the rarer kind count two 
points. 

Treasure Hunt 

For a treasure hunt a series of notes are placed 
over a route of two miles or more. Note i tells 
how to find note No. 2, and so on to the last note 
which tells how to find the treasure. Each note 
contains, also, a small cash prize or other award; 
the finder keeping the award but being bound on 
his honor to read and replace the note. 

In the directions much real Scouting may be 
brought out. Some sample directions are as fol- 
lows : 

** The next note is 20 paces northeast of the 
red maple tree nearest the well." 

*' Find further directions under the roots of a 
sumach, within ten yards of the old gateway." 

*' Proceed to a clump of New York fern south- 
east of the nearest barn south of here." 

'* The treasure is in the possession of Captain 
Kidd. You will know him by the red mark in the 
palm of his right hand. Call him by name and 
he will give you the secret of the treasure." 

In laying the trail it is necessary to leave the 
last note first, and finish with the first note to be 
found. This makes it possible to leave clear and 



STALKING AND SCOUTING GAMES 127 

intelligent directions as to the location of the next 
note, which would be impossible if the reverse 
process was followed. The treasure may be a 
watermelon, some candy or similar prize, dear to 
the heart (and stomach) of the growing boy. 

Treasure Train 

This game, as developed by Scoutmaster E. C. 
Cole, was a favorite at a boys' camp in Connecti- 
cut. The boys are divided into two parties. Cow- 
boys and Bandits, there being a sheriff and a 
bandit chief in charge of each, respectively. The 
cowboys receive fairly definite sealed directions 
as to the location of the treasure, and have ten 
minutes' start. They find the treasure and try to 
bring it back to headquarters, which is now 
picketed by Bandits at least 100 yards away. 
Some of the Bandits also advance toward the 
treasure train to attack. 

The treasure is some object previously known 
which is too large to conceal. Both Bandits and 
Cowboys wear colored yarn on their left arms, 
each party having a distinguishing color. A bat- 
tle may ensue, each trying to pull off the enemy's 
yarn. If a man loses his yarn he is out of the 
game. The Bandits win if they intercept the 
treasure. The cowboys win if they get through. 
If the treasure is not brought in within a reason- 



128 STALKING AND SCOUTING GAMES 

able time, the Director may give the cowboys ten 
minutes to get it in or lose the game. 

After the treasure is sighted it is permissible 
for the Bandits to close up to within 50 paces of 
the headquarters. 

War Scouting 

Each army has a goal, back of which they are 
safe; the country between being the fighting zone. 



r. 

o 



1 



Kind 



4^^^ 



Kin^ 


1 


z 



WAR SCOUTING 



One army has handkerchiefs tied about their arms 
to distinguish them. A prison is located within 
the lines of each and a ten-yard inclosure is 
marked out in the center of each line and ten yards 
inside the fighting zone, on each side. This is 



STALKING AND SCOUTING GAMES 129 

for the King, a non-combatant who may be cap- 
tured by the enemy. 

The object of the game is to capture the King 
by touching him. The army which does this wins 
the game. Each general divides his men into 
guards and warriors, the latter sending out scouts 
to locate the enemy, and advancing to the attack. 

Any man who is touched by three of the enemy, 
simultaneously, and held while three is counted, 
is killed and out of the game. If any man is 
similarly held by two men he is captured, and may 
be taken to prison. A man may not be killed on 
the way to prison. 

He may escape while on the way to prison if he 
does not give his parole, but if he does escape he 
is considered wounded, and must finish the game 
with his right hand in his pocket, or if he has no 
pockets, he must grasp his belt at the right hip. 

Prisoners may not escape from the prisons, but 
may be exchanged under a flag of truce. Under 
this flag men may retreat, but may not proceed 
toward the enemy. 

If it is evident that the attack is going slowly, 
the Director may set a time limit, after which 
the army with the most men left is the winner. 

It may be desired to use colored yarn on the 
arms of the boys and to use the same fighting 



I30 STALKING AND SCOUTING GAMES 

methods as are described for Flag Raiding, but the 
method described above is similar to the military 
war game system, where the inferior force is lost 
when attacked by a patrol of superior numbers. 



CHAPTER VIII 
CAMP STUNTS AND WATER SPORTS 

Barrel Boxing 

The two pugilists are put inside bottomless 
barrels from which the nails have carefully been 
removed. At a given signal they '' go to it," the 
point being that in order to move the barrel a man 
must hold it with his hands, and in the meantime is 
without his guard. If he starts to lose his balance 
the result is disaster. An amusing stunt well 
worth trying. 

Blindfold Boxing 

There are several ways of doing this. The 
common way is merely to blindfold the two men, 
have them shake hands, and mix it. The specta- 
tors are generally in more danger than the boxers. 

Another method is to put the two men back 
to back without their knowledge and mislead them 
by using a couple of fellows as ** bait " to touch 
them occasionally. 

The rope method is more elaborate. The 
boxers are tied to their chairs by one leg, each 

131 



132 CAMP STUNTS AND WATER SPORTS 

rope being long enough for the men to reach one 
another. Then the men are seated in their re- 
spective chairs while the bandages are being put 
on. While this is being done some one ties a 
generous loop in each rope. Of course the men 
are now several feet apart when the battle begins. 
A referee with gloves on touches each one oc- 
casionally to keep up the illusion. The wild 
swings at the air are worth the price of admission. 
After the first round the ropes are shortened still 
further. The surprised expression on the faces 
of the two victims, when the blindfolds are re- 
moved, will amuse the crowd. 

Cracker Eating Relay 

A good rainy day or campfire stunt. The 
teams consist of an equal number of men, each man 
with a milk cracker. The first man on each team 
starts to eat his cracker at the word, '' Go." He 
tries to eat his cracker and whistle. The whistle 
must be a real one without the use of the fingers. 
When the number one man whistles the number 
two may start to. eat, and so on to the last man, 
who finishes when he has whistled. Breaking the 
cracker with the hands, wetting it, or dropping 
any pieces on the floor, disqualifies a contestant. 
A glass of water is suggested as a suitable prize. 



CAMP STUNTS AND WATER SPORTS 133 

Funnel Surprise 

For this campfire stunt a victim is selected who 
has never seen the trick, and some one bets that 
he cannot put a cent on his forehead and catch this 
in a funnel tucked into the front of his belt. Be- 
ing young and innocent he immediately bites, and 
the cent and funnel are produced. While he is 
balancing the cent on his forehead, however, some 
one pours a glass of water into the funnel and he 
comprehends instantly that he is sold. 

Drying the Floor 

Another initiation stunt where a *' goat," pre- 
ferably a '' fresh " one, is sold. A small pool of 
water is poured on the floor and the victim is in- 
duced to sit on the floor with the water in front 
of him. He is armed with a knife or fork in each 
hand. 

The man who knows the trick bets he can wipe 
up the water before the victim can touch him with 
the knives. He approaches the man with a towel 
in his hands, and the victim eyes him warily and 
clutches his knives. Suddenly the man with the 
towel catches the other by the ankles and drags 
him through the water. 



134 CAMP STUNTS AND WATER SPORTS 

Indoor Athletics 

For a rainy day at camp there are a number 
of good events which may be combined in an 
athletic meet. For such a meet the winner of an 
event gets 3 points, the second man 2 points and 
the third man i point. In relay events all par- 
ticipants score if the team gets a place. Some of 
the best events are : 

Cracker Eating Relay. Described earlier 
in this chapter. 

Hammer and Nails Relay. Form in single 
file, each man having a nail. The front man has 
also a hammer and must run to a given point, 
drive his nail completely into a board, return, and 
touch off the next man by giving him the hammer. 

Overhead Throw. Contestant takes his hat 
in his teeth and throws it over his head as far as 
he can. 

One Legged Tug-of-War. A short rope 
with a loop at each end is used. The loop is put 
on one foot of each contestant, there being a center 
line under the center of the rope. The man who 
lies down or who is pulled over the line is the 
loser. 

Peanut Relay. Form files as for any relay. 
At the start, on the floor in front of each file there 
is a pan of peanuts, one peanut for each runner. 
There is also an empty pan at the other end of 



CAMP STUxNTS AND WATER SPORTS 135 

the room. The first man must pick up a peanut 
on the blade of a table knife and deposit in the 
other pan, return, and touch off the next man by 
passing him the knife, handle first. Using fingers 
to pick up or balance peanuts is not allowed. 

Endurance Race. The man who can eat 
four milk crackers and then whistle first is the 
winner, and deserves all he wins. 

Shot Put. Use a cap or beanbag for the 
shot. 

Blindfold Race. Post guards at the finish 
to prevent accidents. Blow a whistle when three 
men have crossed the line. 

Egg and Spoon Race. This is well known. 
It may be done with potatoes and used as a relay. 

Running High Whistle. The prize goes 
to the one who can hold his whistle the longest. 

Candle Race. Run with a lighted candle. 
If this goes out the runner is the same. 

Flour Race. Each man must run to a table, 
pick up a nickel buried in a pan of flour, using his 
mouth only, and return. Better not run with the 
nickel in your mouth, however. 

Relay Races 

One or two good relay races are suggested 
above, but most of the races in the chapter on that 
subject will go well on a rainy day at camp in 



136 CAMP STUNTS AND WATER SPORTS 

connection with indoor activities. Camp direc- 
tors planning an indoor program should give con- 
sideration, therefore, to the chapter on races. A 
selection of games should include those of the 
Tournament type. 

Jack's Alive 

Around the campfire the boys will be glad to 
try this amusing game. A stick with a glowing 
end is passed around the circle, each man saying 
as he passes it, '' Jack's alive." If the glowing 
end goes out, the man who holds it at the time 
must have a mustache marked on his face with the 
charcoal end. Other weird and artistic effects in 
whiskers may be added as the game goes on. 

Peanut Hunt 

The boys all leave camp while the peanuts are 
being hidden. The peanuts are scattered on the 
ground, through the tents, and all about the camp 
location. It is fair to leave about the same 
amount in each tent, and to rule that no boy shall 
search another's tent. At a blast of the bugle 
an avalanche of boys will sweep over the camp, 
wildly searching for peanuts. At a given time 
the man with the high score found is the winner. 
Morever, he eats the peanuts. 

The hunt may be made more interesting by col- 



CAMP STUNTS AND WATER SPORTS 137 

oring a few peanuts black, and a lesser number 
red. Each black one found counts five, and the 
red ones ten. The others count one each. 

Pillow Fight 

A horizontal bar Is rigged up, using saplings 
lashed together, and the contestants get astride 
the bar, facing each other and armed with pil- 
lows. The object is to beat the other fellow off 
the bar without touching him. The ground below 
should be well padded, and the best two out of 
three wins. A man completely upset is out, even 
if he still holds on with his legs. 

Pioneering Tests 

The director sends the boys out into the woods 
by twos, each boy having uncooked food, one 
match and an ax. The stunt is to build a lean-to, 
cook supper and build a fire that will throw heat 
into the lean-to. Make a bed of boughs, adding 
blankets to the equipment if desired, and sleep in 
the lean-to over night. 

Another test is to send all those who are 
" game '' into the woods equipped with a knife and 
ax. All those who can make the rubbing stick 
fire with this equipment are good woodsmen. 
Shoestrings may be used, but nothing else arti- 
ficial 



138 CAMP STUNTS AND WATER SPORTS 

Pole Boxing 

Sling a horizontal sapling as for the pillow 
fight. The two boxers sit astride the pole with 
boxing gloves on, and go to it. Any man touch- 
ing the pole with more than one hand at a time, 
or who loses his balance is out. 

Of course such a pole will be a little too high for 
the men to touch the ground, and will have soft 
earth under it. 

Quoits 

In spite of the fact that only a few can play 
this old game at once, no camp should be without 
quoits. A tournament for the camp championship 
may be held, each tent putting forth a team. 
Although the regulation iron quoits are the thing, 
old horseshoes make a fairly good substitute. 
Use metal stakes. 

Smudge Boxing 

The boxers are stripped to the waist and a raid 
is made on the camp make-up box. Here a can 
of burnt cork for minstrel shows will be found, 
and this is daubed on the gloves. Every hit 
registers, a score for points being possible if de- 
sired. Any one who has seen this will remember 
what a picturesque '^ blinker '' may easily be ob- 
tained. 



CAMP STUNTS AND WATER SPORTS 139 




QUOITS AT CAMP 

Snipe Hunt 

The classic snipe hunt is sometimes used to 
initiate newcomers into camp. During the day 
the pending snipe hunt is freely and enthusiasti- 
cally discussed, and the newcomers finally '' in- 
duce " the seasoned campers to take them along. 
Gunnysacks are produced in which the snipes are 
to be captured, and the party starts out just after 
dark. 

It appears that the snipes are attracted by lights 
after dark, so the victims are '' parked '' in so 



I40 CAMP STUNTS AND WATER SPORTS 

called snipe runs where they prop their bags open, 
put the lantern nearby, and crouch expectantly 
over the bag ready to pounce on the snipe. They 
are instructed to occasionally tap two small stones 
together^ as this attracts the snipes; also to re- 
hiain in that place while the others circle around 
and drive the snipes toward them. 

The others disappear and may be gone half an 
hour or all night. Generally, however, they pre- 
fer to stalk the snipers and watch them. They 
may creep up behind them and thump the earth 
with their hands like the pawing of some large 
animal. The thing to be done well, however, 
should not be overdone. If properly handled a 
good snipe hunt will never be forgotten. 

Spy in Camp 

The camp emblem or a small flag is posted in 
the center of the campus. One boy is secretly 
notified that he is a spy in camp, and must steal 
and hide the emblem before retreat that night. 
A captain in charge of the defense is appointed 
and the game is on. 

Strategy may be used. A certain captain 
posted a guard while the boys were in swimming. 
He had a '' hunch '' that that would be a good 
time for the spy to make the attempt. The spy 
went to the water with the rest, but returned to 



CAMP STUNTS AND WATER SPORTS 141 

the campus marking his foot with red paint as he 
went. Walking with a noticeable limp he ap- 
proached the guard and exhibited his " wound." 
The guard offered to get some iodine as a '' good 
turn." When he returned his patient was gone. 
So was the emblem. 

VAUDEVILLE SHOWS AND CAMP 
CIRCUS 

Making Up. Once a week it is a good plan 
to have a show of some sort. For this a box of 
make-up material will be needed. This should 
include cold cream, burnt cork, carmine, black 
and brown. A small quantity of crepe hair, cot- 
ton and spirit gum will also be needed. Face 
powder is helpful for impersonations of the fair 
and pow^dered sex. 

Use the cold cream plentifully before putting 
on grease paint, and while removing it. Wipe 
the paint off with a soft cloth — never try to wash 
it off with water. 

Costumes. The boys will evolve many clever 
costumes from the miscellaneous materials avail- 
able about the camp. A prize may be given for 
the best, and another for the funniest costume. 

Types of Show. The vaudeville, with each 
tent putting on an act, is popular; and a small 



142 CAMP STUNTS AND WATER SPORTS 

award may be offered to the best tent. A camp 
minstrel, with all the talent In camp combined to 
make a '' big show " will also be popular. Oc- 
casionally this may be varied by holding a camp 
circus with all the " fixings," including pink 
lemonade and a sideshow. 



CAMP VAUDEVILLE ACTS 

The Terrible Turk. The Turk wears a 
striped jersey with towels stuffed in the chest and 
arms. He has a fierce black mustache. His 
manager, a gent of the sideshow barker type, 
wears sporty clothes and a plug hat. He offers 
$ioo to any one who can throw the Turk. 

The other actors comprise a somewhat motley 
audience, including an Irishman, a Jew, a negro, 
a tramp, a sissy boy, a cowboy and as many other 
characters as desired. The Irishman attempts to 
do the deed with a brick, the Jew is greatly con- 
cerned lest his watch shall be broken, and yet 
fears to take it off and intrust it to the manager. 
The cowboy draws a huge gun; but all are suc- 
cessively vanquished by the Turk. The sissy boy, 
at last puts the Turk down by tickling his ribs, 
and when he asks for the money the manager 
shouts, ^' Charge it." Then the Turk and his 
manager run for the exit, pursued by the others. 



CAMP STUNTS AND WATER SPORTS 143 

Comedy Kitchen. A take-off on the camp 
kitchen and cook detail, or K. P. A live cat or 
chicken in a kettle, a firecracker in a loaf of bread, 
and a stove that flares gasoline when lighted are 
stunts to use. The cook detail is unusually 
'' dumb." When sent for milk, one helper brings 
a hod of coal. A comedian who blacks the stove 
and incidentally himself, will enliven things, par- 
ticularly when he sits down on the pie. 

Automobile Breakdown. An imitation 
automobile is rigged up and covered with cheese- 
cloth. The riders furnish the power by walking 
inside. It enters and stops with a loud explosion 
(a blank pistol). The riders endeavor to repair 
it, assisted by advice from numerous pedestrians. 
Of course the man who climbs underneath gets 
all blackened up. 

Clown Act. The clown enters with a water- 
ing pot and sprinkles some water on the ground. 
He exits and returns in a boat. This is merely 
a framework in which he walks. Green cloth 
representing water conceals his feet. He lowers 
the sail and looks about with a pair of bottles for 
binoculars. He lowers the anchor and starts to 
fish. Another fellow is located in a barrel, and 
hitches an endless succession of absurd things onto 
his line such as shoes, bathing tights and a cat 
(catfish). A gun is heard outside and he runs 



144 CAxV[P STUNTS AND WATER SPORTS 

up a white flag. Another is heard and he pro- 
ceeds to sink violently. Under cover of the boat 
he gets a mouthful of water and swims ashore 
spouting the water. 

Surgical Operation. The patient is brought 
in on a stretcher and the doctors hold a consulta- 
tion, meanwhile getting their tools ready. These 
include an icepick, ice tongs, saws and other farm 
and forge implements. 

The operation includes the production of an in- 
credible amount of hardware and miscellanies 
from the patient's insides, which are previously 
concealed back of him. 

At the finish the two stretcher bearers pick up 
the stretcher, but the patient goes right through 
it onto the ground and the bearers walk over him. 
The doctor presents his bill and the patient takes 
a look at it and dies. They put a sign on him, 
" Opened by mistake.'' 

School Room. The scholars include a girl, a 
'' tough guy," a Jew, a colored boy and teacher's 
pet. Local jokes are worked into the recitations, 
together with frequent assaults on the sissy boy 
by the tough. These finally break up the ses- 
sion. 

Clown Baseball Game. The ball is entirely 
imaginary, but the act is so thoroughly rehearsed 
that each move is natural, so that the catcher 



CAMP STUNTS AND WATER SPORTS 145 

slaps his glove high in the air just after the batter 
swings at a high one. An amusing stunt is to 
have the catcher reach ahead of the bat and pick 
one off before the man can swing. A comedy 
consultation between the members of the battery 
may be made amusing, also a high foul tip which 
is so long in coming down that the catcher has 
time to read the paper. Finally the batter knocks 
a home run amid great excitement, and slides 
home. A five-dollar-bill slipped to the umpire 
also figures in the plot. 

Comedy Boxing. The combatants and their 
seconds are made up in tough costume, the fight- 
ers wearing bathing suits, sneaks and stockings. 
Each round is carefully rehearsed so that practi- 
cally every move is prearranged. They clinch, 
and when the referee interferes they combine and 
knock him out. They swing wildly, strike while 
shaking hands, and in one round one man chases 
the other all around the ring. As a wind-up one 
man says, ** Oh, see the little birdie! " and while 
the victim looks the other administers his quietus. 
The seconds do their bit by pouring a pail of 
water over their men, and by pulling their chairs 
away as they are about to sit down. After one 
round the seconds sit on the chairs and the boxers 
fan them with towels. The referee counts the 
man out with, *' Two, four, six, eight, ten! '' 



146 CAMP STUNTS AND WATER SPORTS 

Burlesque Magic. One man acts as the 
wizard, and the other as his stupid assistant, who 
exposes all the tricks. 

Take-off on the Movies. Taking any 
movie melodrama, a group of boys can reenact 
the story and burlesque it, bringing in the hair- 
breadth escapes, the bold, bad villain, the beau- 
tiful heroine and the truly heroic hero. 

A Day at Camp. Starting with getting the 
bugler up in the morning and ending with camp- 
fire stories, songs and jokes, a day at camp is en- 
acted, bringing out the humorous events of both 
day and night which have occurred that season. 
This may be in tabloid form, or may be extended 
into quite a show. 

Second Sight. The spirit medium is visited 
by a skeptic, and many embarrassing facts are re- 
vealed. The medium is assisted by a confederate, 
hidden behind a screen, who provides the mys- 
terious slate-writing and materializes the spirits 
(in a bottle). The medium is in charge of a 
manager who takes the fees and directs the seance. 

One amusing stunt is blindfold reading. The 
medium is blindfolded, and the manager holds a 
succession of objects over her head for her to 
name. He says, ^' What color is this orange?" 
She says, '' Orange! '' '' Marvelous! '^ he ex- 
claims. In a like manner he learns the color of a 



CAMP STUNTS AND WATER SPORTS 147 

lemon and a potato, etc. He strikes her three 
times on the head with a newspaper and says, 
** How many fingers am I holding up?" 
'' Three ! " she replies. '' Wonderful ! '' ex- 
claims the Professor. 

Deadeye Dick, the Marksman. The 
marksman is a dead shot with a blank pistol, 
which he demonstrates by breaking milk crackers 
held by his assistant. Of course the assistant 
breaks the crackers with his fingers. 

A target is set up and he rings a bell at the 
bull's-eye with every shot. A duplicate bell off 
stage '' rings in " on this act. This he varies by 
shooting between his legs and with a cardboard 
obstructing the gun sights. As a final marvel he 
shoots sighting in a mirror. 

Initiation into the Lodge. Here the goat 
is an important character, having a part full of 
action. The new member is initiated by all the 
absurd rites which the camp leaders can devise. 
One of the boys camouflaged as a goat winds the 
thing up by bucking the victim into a tub of 
water. 

Barber Shop. A large quantity of lather 
plays an important part. The barber, graduated 
from a correspondence school, plies razor, shears 
and other instruments of torture like a profes- 
sional, in the meantime keeping up a running fire 



148 CAMP STUNTS AND WATER SPORTS 

of conversation about politics and the administra- 
tion, but checking any tendency of the victim to 
reply by prompt application of the shaving brush. 
Some of the properties are a huge wooden razor, 
an insect sprayer atomizer, black paint with which 
the barber paints on a mustache, and a paper- 
hanger's brush with which to apply the lather. 



CAMP CIRCUS 

What camp which has had a camp circus would 
ever enjoy a season without another! A real 
camp circus is one of the events of the summer. 

The acrobats with their pyramid building and 
act on the horizontal bar must of course be in- 
cluded. The gymnastic high dive over several 
boys or over chairs will make a hit during that 
part of the Big Show. 

A riding act with a real horse can be worked 
up, having one of the boys fixed up like an eques- 
trienne. Of course a ringmaster with high hat, 
boots, goatee and a whip is indispensable. 

The clowns must not be forgotten. The clown 
rube poHceman, the tramp and the Charlie Chaplin 
will be on the job all the time. 

The high wire act with parasols, chairs, and 
many wonderful feats of balancing, can be pre- 



CAMP STUNTS AND WATER SPORTS 149 

sented. Of course the wire lies on the ground, 
but nobody cares. 

Trained animals may be made up of a frame- 
work with cheesecloth for a covering, and two 
men inside, one for the front legs and the other 
for the rear. Elephants, giraffes and horses may 
thus be made to do some truly marvelous stunts. 




CIRCUS ELEPHANT 

especially when the elephant, Gladys, sits down 
on the trainer. 

Like any regular circus, half the show is the 
Sideshow. Here we have, gentlemen, the Wild 
Man, the Bearded Lady, The Chinese Giant, the 
Musical Dwarf, the Fat Man, The Strong Man 
and the Snake Charmer. And in a safe and secure 
pen are the Animal Freaks of weird shapes and 
variegated coloring. 

The Wild Man (procured with heavy mortal- 



I50 CAMP STUNTS AND WATER SPORTS 

ity) wears a spiked collar, and has fielders' gloves 
for feet. A '' hand '' of banana stems makes a 
mouthful of terrible teeth, and his roar is pro- 
duced by a concealed but useful member of the 
troup, armed with a tin can through which a 
rosined string is rapidly passed. At the psycho- 
logical moment the Wild Man escapes from his 
cage and pursues the rube constable all about the 
grounds. 

The Bearded Lady is one part boy, one part 
skirts, and one part artificial whiskers. 

The Chinese Giant is built up by one lad riding 
on the shoulders of another, the whole figure be- 
ing incased in a blanket. 

The Musical Dwarf is also built up from two 
men. One stands just inside a tent, and sticks 
his head and hands out between the flaps. On the 
hands are shoes, and the arms are dressed to look 
like legs. These fake feet are rested on a table 
or barrel of convenient height just outside the 
tent. 

The dwarf's arms are furnished by another fel- 
low who sticks his arms out from behind in just 
the proper location. From the front the illusion 
of the dwarf is perfect. 

The Fat Man can easily be manufactured with 
a few pillows. 

The Strong Man lifts heavy (wooden) weights 



CAMP STUNTS AND WATER SPORTS 151 




THE DWARF 



and bends iron pipe (rubber hose). He also 
breaks chains. These are previously broken and 
re-joined with thread. 

The Snake Charmer is an oriental lady of rep- 
tilian tastes. The difficulty is to get a few snakes 
for the lady to manipulate. 



152 CAMP STUNTS AND WATER SPORTS 

The Animal Freaks are white chickens dyed 
several brilliant hues, or possibly a small pig bor- 
rowed from a nearby farmer and painted with 
kalsomine and grease paint. 

And last but not least there must be the barkers 
and the pink lemonade. No circus is complete 
without both being thoroughly in evidence. 

MINSTREL SHOW 

The camp minstrel should be divided roughly 
into three parts : The opening overture and 
cross fire of jokes, the specialties or individual 
acts, and some sort of a sketch for a finish. 

The songs should be familiar and well known 
by all. Parodies may be written to old tunes, 
and medleys of plantation airs are popular and 
harmonious. 

For specialties it is customary to have solos, 
both vocal and instrumental, and other vaudeville 
stunts. 

The final sketch may well be a take-off of some 
camp happening, or may have some local signif- 
icance. 

The interlocutor has written notes, and 
^* feeds '' the jokes to the others. 



CAMP STUNTS AND WATER SPORTS 153 

VOLLEY-BALL 

This excellent camp game is played on a court 
35 by 60 feet, divided by a net into two equal 
courts. The net should be 8 feet from its top 
to the court, and at least 3 feet in vertical width. 

The ball is slightly smaller than a basket ball, 
but otherwise similar. 

The ball is served from any point back of the 
line by striking with the hand, and kept in play 
as long as possible by both sides, the object being 
to serve the ball back into the opponents' court 
without its touching the ground. Several men 
may assist in getting the ball over the net, but not 
the same man twice in succession. Points are 
made on the opponents' errors only. The game 
is for 15 points. 

The serving side retains the service as long as 
they do not make an error. When they do make 
one, the service changes. With each change of 
service another man serves, and the players all 
change their positions, rotating one place. Thus 
all may play all positions. 

For the detailed rules see *' Official Volley-ball 
Rules," published by the American Sports Pub- 
lishing Company, 45 Rose Street, New York 
City. 



154 CAMP STUNTS AND WATER SPORTS 

Who Hit Me? 

This Is a '' sell " for the benefit of some one 
who should be initiated. The men gather around 
a large blanket, and a paddle is produced. The 
stunt is for two men to go under the blanket to- 
gether, to have some one in the circle slap one 
of them, and to then expect the victim to guess 
who hit him. Of course all hold their hands be- 
hind them after each wallop. 

Unless the victim is '' wise " he might guess all 
night and never locate the paddle, because the 
other fellow under the blanket gets it, reaches out- 
side and gives him a vigorous swipe, and ducks 
back again. Occasionally the man with the 
paddle hits himself, yells, '' Ouch, that was a hot 
one ! " and pretends to try to guess who hit him. 

Whistling Contest 

The players are formed in opposing lines, the 
opposing men acting as partners. All the men on 
one side have the name of a song on a card, and 
enclosed in an envelope. Their partners have a 
blank card and a pencil. At the word *' go " the 
men with the envelopes run to their partners, 
open the envelope and whistle the song. The 
partner, as soon as he recognizes it, writes its 
name on his card and runs back to the starting 
line. The first man in with the correct song wins. 



CAMP STUNTS AND WATER SPORTS 155 

WATER SPORTS 

Ball Pushing Race 

In this race the swimmers push a cork 'or light 
rubber ball along the course. Care should be 
taken to prevent throwing or punching the ball. 
The race is won by the swimmer who first crosses 
the line with the ball. 

Candle Race 

Each swimmer has a lighted candle, the object 
being to hold a swimming race carrying the candle 
in one hand, and without putting it out. If candle 
goes out the man is disqualified. 

Canoe Races 

The straight one-man and two-man canoe races 
are too well known to need explanation, and are 
here included for the sake of completeness. 

Canoe Overboard Race 

This may be either a one or two-man event, 
but the former is rather difficult. The race 
starts just like any ordinary canoe race, but about 
half-way down the course the Director blows a 
whistle. Immediately the contestants jump over- 
board, but may retain one hand on the side of 



156 CAMP STUNTS AND WATER SPORTS 

the canoe. They then climb in and resume the 
race. With some practice it is surprising how 
quickly this stunt can be done. This may also be 
done from a rowboat. 

Canoe Upset Race 

Similar to the Overboard Race except that the 
canoe must be entirely overturned, righted, and 
the race resumed. 

Canoe Change Place Race 

When, in the middle of the race, the Director 
blows his whistle, the two paddlers of each canoe 
change places. Some do this by having one man 
straddle and the other go between his legs. 
Others prefer to simply pass one another at the 
center thwart, using great care in timing every 
move to avoid an upset. This may also be done 
m a rowboat. 

Canoe Tag 

Canoe tag is played by throwing a soft ball 
from one canoe to another. If the ball falls in 
a canoe, that canoe is It and the occupants try to 
get the ball into another canoe. The players 
may not do anything to prevent the ball falling 
into the canoe except to speed away, or dodge. 



CAMP STUNTS AND WATER SPORTS 157 

Dive for Form 

No water tournament would be complete with- 
out a Dive for Form. The most popular dives 
are straight forward, backward, swan, sailor, but- 
terfly, jackknife, handstand, seal, standing-sitting, 
back flip and front somersault. 

Potato Swimming Race 

Each swimmer has a large spoon, the object of 
the race being to carry a potato in the spoon the 
length of the race. Any swimmer dropping his 
potato is disqualified. 

Hand Paddle Race 

The contestants lie down in the bow of the 
canoe or rowboat and paddle with their hands. 
The difficulty consists not so much in propelling 
the craft as in steering. 

Obstacle Race 

The contestants must swim around a float, 
change strokes at several given points, dive under 
a canoe, climb into a boat, secure therein a fair 
sized stone, dive out and swim to the finish line, 
carrying the stone with them. 



158 CAMP STUNTS AND WATER SPORTS 

Rowing Races 

The ordinary rowing race, both single and 
double, needs no description. The backward 
race, however, is amusing and not so common. 
The rower sits on the bottom of the boat in the 
stern, and rows the boat stern first. It is almost 
impossible to steer the boat when rowing in this 
manner. 

The gondolier style, with the man standing in 
the bow and using only one oar, is also very good, 
and is practical with two men paddhng also. 

Run, Swim and Canoe Race 

The stunt is to run to the shore, dive in, swim 
to your canoe and paddle to the finish line. 

Run, Swim and Undress Race 

Over his bathing suit each man has shirt, 
trousers and sneakers. Each man must dive in, 
swim to a boat, take off shirt, trousers and sneak- 
ers and put them in the boat without touching the 
boat, and then return to the finish line. 

Swimming Relays 

Form in file as for a running relay, each file 
being a team. The swimmers go around a float 
and return, touching off the next man of their 
team. It is a good idea to alternate on styles of 



CAMP STUNTS AND WATER SPORTS 159 

stroke, the first men swimming the breast stroke, 
the second using the crawl, etc. 

Throwing the Life Preserver 

A cork float is moored in the water as a target, 
and each man has three throws. The winner is 
the man who comes nearest, according to a judge 
in a boat near the float. Vary this if desired by 
throwing a coil of heavy rope. 

Tilting 

The tilting poles are ten or a dozen feet long, 
and of bamboo. The ends are well but lightly 
padded, covered with rubber-sheeting and sealed 
with electric tape. This is important, as if they 
get wet inside they will be too heavy to use. The 
contestants may use either canoes or rowboats. 
If the latter are used they must stand on the deck 
at the bow. 

The object is to push the other man into the 
water. It is unfair to grasp the pole of the op- 
ponent or to hit below the belt. Much depends 
upon having a skillful paddler who can keep your 
craft in the right position for the most effective 
action. 

Water Baseball 

Baseball played in water about chest deep, and 
with floats as bases is a good game. The ball 



i6o CAMP STUNTS AND WATER SPORTS 

is of cork or hollow rubber, and the batter uses 
his hand instead of a bat. In general the rules of 
baseball apply, except that the distances are some- 
what smaller between bases. 

Water Tag 

Played by swimmers instead of runners. A 
good variation is to play Water Cross Tag. An- 
other stunt is Both Feet Out, in which the man 
pursued may secure immunity by swimming on 
his back with his two feet out of the water. 
Stroke Tag is another variation, where the Di- 
rector calls out from time to time, the names of 
different strokes, and all the swimmers must use 
that stroke and no other, except the man who is 
It. He may use any stroke he pleases. 

Acknowledgment. For several stunts men- 
tioned in this chapter the writer is indebted to 
that excellent book, *' Camp and Outing Activi- 
ties " by F. H. Cheley and G. Cornelius Baker, 
pubHshed by the Association Press. 



CHAPTER IX 
MIMETIC SETTING-UP EXERCISES 

Putting Them Over 

In introducing these exercises we must remem- 
ber that a great deal depends upon the imagina- 
tion and ability of the leader. He must tell a 
story, introducing these various exercises and 
working them in at appropriate places. 

The leader who can plan a good story which 
brings in the exercises, and who can put over the 
commands with ^* pep " and enthusiasm, will be 
pleased with the results. 

Subjects 

Three suggested story subjects are given below, 
but several of the exercises fit equally well into 
any of these: 

A Day at Camp 

The leader starts the boys with reveille, and 
takes them right through a day at camp with ap- 
propriate exercises such as: 

i6i 



i62 MIMETIC SETTING-UP EXERCISES 



Stretching 
Windmill Exercise 
Hoisting Flag 
Crosscut Sawing 
Bucksawing Logs 
Chopping Wood 
Passing Wood Over- 
head. 
Passing Wood to Side 
Picking up Wood 



Turning the Ice Cream 
Freezer 

Swimming (breast 

stroke) 

Swimming ( dog pad- 
dle) 

Rowing 

Baseball 

Breathing Exercise 



On the Athletic Field 

Here the boys are asked to imagine themselves 
in an athletic field or gymnasium, and seeing the 
various athletes in action. 



Stretching 

Standing Broad Jump 
Crouching Start 
Running in Place 
Discus. Throw 



Boxers' Guard 
Shot Put 
Fencers' Lunge 
Breathing Exercise 



On a Hike 

They take a hike, and see many interesting 
things along farming and other lines, which they 
imitate. ,. 



Stretchi'hgi 
The Crane 



Blacksmith 
Jumping Jack 



MIMETIC SETTING-UP EXERCISES 163 

Taking Eggs from Picking Apples from 

Nest Tree 

Scythe Mowing Scarecrow 

Pitching Hay Bowling 

Raking Circus Bar Lifter 

Breathing Exercise 

Remarks 

This type of exercise is a pleasure rather than 
a task. The boys get just as good a work-out as 
they would with ordinary calisthenics, and at the 
same time thoroughly enjoy themselves. 

A Word of Warning 

Every motion of these exercises must be given 
by word of command. 

There is danger that they will degenerate into 
a *' rough-house," unless every move is carefully 
explained and held down strictly to the proper 
count. This is important. 

" A Day at Camp " 
Stretching Exercise 

Bend elbows, fists closed. Bring fists up to 

chest. Count i. 
Raise on toes, push arms straight upward, 
opening hands and stretching. Count 2. 



i64 MIMETIC SETTING-UP EXERCISES 

Lower arms laterally to sides, stretching all the 

way, dropping onto heels. Count 3. 
Continue for 12 counts. 

Windmill Exercise 
Position — stride stand. 
Swing arms forward and up over head, crossing 

at waist swinging like a windmill. 
Continue for 16 counts. (Count when arms 

are up.) 
Reverse for 16 counts. (Count when arms 

are down.) 
Attention. 

Hoisting Flag 

Position — stride stand. 

R. arm extended up grasping rope. Count i. 

Pulling down with R. arm and raising L. to 

grasp rope, swaying body. Count 2. 
Continue for 16 counts. 
Attention. 

Crosscut Sawing 

Face adjoining files together, working in pairs. 

Position — L. foot forward, R. hand grasping 
handle of saw, L. hand on thigh. 

Men with even numbers pulling saw backward, 
swaying body, weight on R. foot; men with 
odd numbers extending body and R. arm for- 
ward. Count I, 



MIMETIC SETTING-UP EXERCISES 165 

Reverse stroke. Count 2. 
Continue for 16 counts. 
Attention. 

Buck Sawing Logs 

Position with L. foot forward. 

Bend forward grasping handle of the saw with 
R. hand above L. Count i. 

Transferring the weight of the R. leg, and pul- 
ling the saw backward close to the body. 
Count 2. 

Continue for 16 counts. 

Attention. 

Chopping Wood 

Position with L. foot forward. 

'Swinging the ax back to the R. shoulder. 
Count I. 

Swinging the ax overhead, forward and down- 
ward, swaying the body forward. Count 2. 

On second count quickly flex both knees, mak- 
ing the greatest effort in chopping. Grunt. 

Continue for 16 counts. 

Reverse. Alternate. 

Attention. , , 

Passing Wood Overhead 
Position — stride stand. 

Bending forward to grasp two pieces of wood. 
Count I. 



i66 MIMETIC SETTING-UP EXERCISES 

Standing erect with arms raising forward and 
upward, and throwing wood back over head. 
Count 2. 

Continue for i6 counts. 

Attention. 

Passing Wood To Side 
Position — stride stand. 
Deep knee bending, and picking up two sticks 

of wood. Count i. 
Knee stretching and passing wood to right hand 

neighbor. Count 2. 
Continue for 16 counts. 
Attention. 

Picking up Wood 

Deep knee bending and picking up wood with 

R. hand. Count i. 
Placing wood on L. arm and rising slightly. 

Count 2. 
Continue for 16 counts. 
Attention. 

Turning the Ice Cream Freezer 

Position — stride stand. 

Grasping the handle of the freezer with both 
hands in front; swing in a large circle start- 
ing down to the R; bending forward and 
swinging in a complete circle for 16 counts. 



MIMETIC SETTING-UP EXERCISES 167 

Count when hands are lowest. 
Attention. 

Swimming (Breast Stroke) 

Position — trunk bent and arms forward. 
Arms stretching sideways and back. Count i. 
Assuming position, and repeating stroke. 

Count 2. 
Continue for 16 counts, ending with arms side- 
ways — horizontal. 
Attention. 

Swimming (Dog Paddle) 

Stroking forward and downward with R. hand. 

Count I. 
Same stroke with L. hand. Count 2. 
Sway trunk with every stroke. 
Continue for 20 counts. 

Rowi,NG 

Position — sitting on floor with legs stretched. 
Bend trunk forward, and extend arms for- 
ward grasping oars. 

Raise trunk, pull oar to chest, and bend back 
from hips. Count i. 

Bend forward, extend arms. Count 2. 

Continue for 16 counts. 

Attention. 



i68 MIMETIC SETTING-UP EXERCISES 

Baseball Pitching 

Charging forward with L. foot; hands to- 
gether and arms swinging forward horizon- 
tally in front of chest. Count i. 

Throwing weight back on R. foot, swinging R. 
arm downward and backward, L. arm drop- 
ping diagonally downward-sideways, L. toe 
just touching floor. Count 2. 

Throwing ball overhand, weight on both feet. 
Count 3. 

Continue for 2 1 counts. 

Baseball Catching 

Position • — stride stand. 

Squat sit, preparing to catch. Count i. 

Slap hands, catching ball. Count 2. 

Standing, charging back with R. foot, swing- 
ing R. arm downward and backward; L. arm 
dropping diagonally downward-sideways; L. 
toe just touching floor. Count 3. 

Throwing ball overhand, weight on both feet. 
Count 4. 

Continue for 16 counts. 

Attention. 

Baseball Fielding 

Position — stride stand. 

Slap hands, catching ball. Count i. 

Charging back with R. foot, swing R. arm 



MIMETIC SETTING-UP EXERCISES 169 

downward and backward; L. arm dropping 

diagonally downward-sideways; L. toe just 

touching floor. Count 2. 
Throwing ball overhand, weight on both feet. 

Count 3. 
Ball may be caught above head, at shoulder, 

waist, or from ground as directed. 
Ball may be thrown to any base, as may be 

directed. 
Continue for 21 counts. 
Attention. 

Breathlng Exercise 

Raise arms laterally straight above head, rising 
on toes and inhaling. Count i. 

Bend forward; swinging arms forward and 
downward until arms are stretched back- 
ward, exhaling. Count 2. 

From this position swinging the arms again 
laterally above the head, inhaling and rising 
on toes as before. Count 3. 

Continue for 10 counts. 

" On the Athletic Field " 

Stretching Exercise 
(Previously described.) 

Sta.nding Broad Jump 

Swinging arms forward and upward. Count i. 



I70 MIMETIC SETTING-UP- EXERCISES 

Clench fists, bend knees and swing arms for- 
ward-downward-backward. Balance weight 
as far forward as possible. Count 2. 

Spring forward one yard, with arms swinging 
forward to horizontal. Count 3. 

Attention. Count 4. Repeat as desired, 
about facing if necessary. 

Crouching Start 

1. *' On your mark " : — Placing both hands 4 
inches in front of L. foot; toes of the L. 
foot on floor directly beside R. knee, which 
is resting on floor near instep of L. foot. 

2. ''Get Set'': — Raising R. knee not more 
than 4 inches from floor; advancing the 
body-weight over hand and L. foot as much 
as possible without losing balance, eyes look- 
ing forward 15 or 20 feet. 

3. ''Go": — Marking time four steps; com- 
ing to attention; (or proceeding with Run- 
ning in Place.) 

Running In Place 

Running in place beginning with the L. foot. 
Ready — Begin; i, 2, 3, 4, 5, 6, 7, 8,-8, 7, 
6, 5? 4j 3j 2, I. Repeat three or more 
times and increase speed if desired. 

Discus Throw 

Charging back with R. foot and facing the 



MIMETIC SETTING-UP EXERCISES 171 

right of a circle, take bending position to 
right, holding discus, both arms straight. 
Count I. 

Swing in circle charging forward with R. foot 
and throw discus with R. arm; L. arm point- 
ing to rear. Count 2. 

Same as i. Count 3. 

Continue for 16 counts. 

Boxers' Guard 

Face adjoining files together, working in pairs. 

Charging backward with R. foot; L. forearm 

horizontally in front of and guarding the 




BOXERS' GUARD 



172 MIMETIC SETTING-UP EXERCISES 

face, hands closed, the R. arm diagonally 
downward and backwards. Count i. 

Charging forward with the R. foot, thrusting 
the R. arm forward with a punch and grunt, 
the L. guard slightly down and backward. 
Count 2. 

Same as i. Count 3. 

Continue for 16 counts. 

Shot Put 

Charging back with R. foot, R. knee slightly 
bent, weight on R. foot, left toe just touching 
floor. R. hand in front of R. shoulder, L. 
arm extending diagonally forward-upward. 
Count I. 

Throwing weight temporarily on L. foot and 
charging forward with R. foot, turning body 
to left, with R. hand throwing the shot. 
Left arm downward and backward; with all 
weight on R. foot, and L. toe just touching 
floor. Eyes following flight of shot. 
Count 2. 

Attention. Count 3. 

Continue for 12 counts. 

Fe,ncers' Lunge 

Face adjoining files together, working in pairs. 
With R. foot charging well forward, R. knee 
bent, and all weight on R. foot; L. foot at 



MIMETIC SETTING-UP EXERCISES 173 

right angles to R. ; R. arm extending for- 
ward with hand holding imaginary foil, L. 
arm extending backward and downward with 
fingers stiff. Count i. 
Attention. Count 2. 

Breathing Exercise 
(Previously described.) 

"On a Hike" 

Stretching Exercise 
(Previously described.) 

Mark Time. March. 

The Crane 

Raising arms sideways to horizontal. Count 

I. 
Neck gently backward bending with chin in and 

flat upper back. Count 2. 
Attention. Count 3. Continue for 12 counts. 

Blacksmith 

Bring arms upward and backward over R. 

shoulder in long sweeping circle, charging 

L. foot forward. Count i. 
Swing hard on downward movement to anvil, 

bending knees with snap. Count 2. 
Same as i. Count 3. 
Continue for 16 counts. 



174 MIMETIC SETTING-UP EXERCISES 




THE CRANE 

Jumping Jack (Seen in Store Window) 

Deep bending knees, arms horizontal-sideways. 
Count I. 

Jumping erect with feet sideward, arms re- 
maining horizontal at height of eyes. 
Count 2. 

Jumping, heels together, hands to sides. 
Count 3. 

Continue for 12 counts. 

Taking Eggs from Nest 
Position — stride stand. 

Reaching up high in front, both hands for eggs 
in nest, with heels rising. Count i. 



MIMETIC SETTING-UP EXERCISES 175 

Bending to squat position and placing eggs in 

basket. Count 2. 
Continue for 16 counts. 
Attention. 

Scythe Mowing 

Position — stride stand. 

Extend R. and L. arms obliquely downward to 

R. grasping imaginary scythe. Count i. 
Twist body to the left, swinging with straight 

arms in a circle. Count 2. 
Continue for 16 counts. 
Attention. 

Pitching Hay 

Position — stride stand. 

Thrusting hands as in using pitch-fork to the 

R., with R. hand down. Count i. 
Swinging arms up over L. shoulder, rising on 

toes, R. hand high. Look up. Count 2. 
Same as i. Count 3. 
Continue for 16 counts. 
Reverse. 
Attention. 

Raking 

Grasping rake with both hands, L. below R., 
with L. foot charging forward; lean for- 
ward, bending at waist and straightening 
arms. Count i. 



176 MIMETIC SETTING-UP EXERCISES 

Pull back, and bend both arms with weight on 

rear leg. Count 2. 
Continue for 16 counts. 
Attention. 

Picking Apples from Trees 
Position — stride stand. 
Reaching high over R. shoulder for apples with 

both hands, and grasping one in each hand. 

Count I. 
Placing apples in basket on ground to left of 

L. foot, and bending knees. Count 2. 
Continue for 16 counts. 
Reverse. 
Alternate. 
Attention. 

Scarecrow 

Position — stride stand. 
Raising arms sideward. Count i. 
Flapping loose wrists. Count 2-10. 
Raise R. arm 45 degrees and lower L. 45 de- 
grees and continue 10-20. 
Reverse 20-30. 
Attention. 

Bowling 

Position with ball balanced on R. chest in both 

hands. 
Charge L. foot forward; dropping R. hand 



MIMETIC SETTING-UP EXERCISES 177 

backward and upward, and L. hand diag- 
onally sideways-downward. Count I. 

Bend knees and bowl ball, dropping L. hand 
to knee. Count 2. 

Position. Count 3. 

Continue for 12 counts. 

Circus Bar Lifter 

Position — stride stand. 

Bend forward and lean down to grip bar on 

floor. Count i. 
Lift bar to knees. Count 2. 
Lift bar to shoulders. Count 3. 
Lift bar above head. Count 4. 
Drop bar to floor, by letting it slide along the 

front of body. Count 5. 
Same as 2. Count 6. 
Continue for 16 counts. 
Attention. 

Stake Driving. 

(Same as Wood Chopping.) 

Breathing Exercise 
(Previously described.) 

Note: These exercises are adapted and improved from the 
booklet '' Mimetic Exercises for Boys," by permission of Dr. 
Philip Sumner Spence, and the Hartford Council, Boy Scouts of 
America, Inc., joint authors. 



CHAPTER X 
CONTEST AND EXHIBITION EVENTS 

Introduction 

Although the material in this chapter is given 
primarily for Scouts, there are many events which 
may easily be used by any group of boys. A few 
of the events are described briefly in the Chapter 
on Races, but not in a way that indicates the 
proper rules for using them in a contest. 

The origin of these events is rather interest- 
ing. Realizing the need of a standard group of 
events for inter-troop contests, the writer drafted 
these and submitted them to the Scout officials of 
Connecticut who had gathered informally to con- 
sider them. 

They were revised and put into use. After ex- 
perience had shown some weak spots they were 
re-drafted by the writer and again corrected with 
slight additions by a group of Scout officials of 
the state. Since that time they have once more 
been improved by the Connecticut officials, and 
several events added by a committee of Hartford 
Scoutleaders. Scout Executives Carl Northrup, 

178 



CONTEST AND EXHIBITION EVENTS 179 

John Roberts, Alvin Woodstock and Gilbert 
Jerome, and Scoutmasters Elbert C. Cole, Edgar 
M. Brown, Edwin H. Munger and Commissioner 
James P. Bruce were among those most helpful In 
building these events. 

Value of Contest Events 

The inter-troop contest may be made of great 
value to Scouting in any community where there 
is more than one troop. The spirit of competi- 
tion increases troop loyalty, and if the events are 
so selected as to run parallel to the Scout tests, 
the boys will unconsciously learn a great deal as 
they practice. A first and a second team for each 
event will give every Scout a personal interest in 
the game, thus partially solving the problem of 
how to make the troop meetings interesting. 

Inter-patrol contests are frequently practical; 
these provide good practice for the inter-troop 
work. Troop, rather than individual awards, 
and a proper checking of too ardent competition 
will prevent any possibility of Scout Law No. 4, 
*' A Scout is Friendly," being forgotten. 

The contest work develops the spirit of fair 
play and good sportsmanship. Furthermore, the 
athletic events in Class B appeal strongly to the 
athletic boy and the older boys, thus tending to 
hold them longer under the good influences of the 



i8o CONTEST AND EXHIBITION EVENTS 

Scout Movement. These events are mass athlet- 
ics, and mean physical development for the 
group. 

Type of Events Needed 

Contest events to be of real benefit to the boy 
should be educational and practical. By practical 
is meant those events which can be fairly judged 
without a long process of elimination. Any 
events in which a number of troops cannot par- 
ticipate at the same time are not suitable for a 
contest, except one between two troops. Prac- 
tically the whole program of Scouting may be 
covered by contest events, and by including ex- 
hibition events the entire program of Scouting 
may be taught. The purpose of the following 
events is to show how this may in some measure 
be accompHshed: 

STANDARD CONTEST EVENTS 

General Requirements 

1. Events open to all active registered Scouts 

in the State of who have not reached their 

nineteenth birthday. (Commissioned Officers 
barred.) 

2. Only one entry will be accepted in each event 
from any one troop. 



CONTEST AND EXHIBITION EVENTS i8i 

3. Not more than three teams from any Coun- 
cil shall compete in any event. 

4. All contestants must be on hand when their 
event is called. 

5. Spiked shoes or cleats not allowed. 

6. All equipment to be furnished by the con- 
testants unless otherwise arranged. 

7. Coaching during events is prohibited. 
Scoutmasters who are not judging to keep of the 
field except in case of official protest. Protests 
to come only through ranking official of the pro- 
testing town, in which case the decision of the 
judges is final. 

8. In case of violation of General Requirement 
7, judges may disqualify entry from that troop in 
that event. 

9. In patrol events any 8 Scouts constitute a 
patrol. 

10. ,A11 staves used shall be 6 feet, 6^ inches 
long, and at least i ^ inches in diameter, and 
need not necessarily be bamboo. 

11. Upon finishing event contestant will im- 
mediately report back to his troop after being 
judged. 

12. No Scout may enter more than two events, 
except patrol events. Patients, readers and writ- 
ers are not considered contestants in any of these 
events. 



i82 CONTEST AND EXHIBITION EVENTS 

13. Judges have power to decide any point not 
otherwise covered. 

Points 

The following schedule of points to be 
awarded: 

First Second Third 
A EVENTS 8 5 3 

B EVENTS 5 3 I 

''A" Events (Scouting) 

SCOUTCRAFT 

One troop. For each member of the troop 
that attends, the following schedule of points will 
be given: 

Each Tenderfoot, 2 points. 

Each Second Class Scout, 4 points. 

Each First Class Scout, 10 points. 

Each Merit Badge — add one point. 

Each Life Scout — add 5 points. 

Each Star Scout — add 10 points to score of 
Life Scout. 

Each Eagle Scout — add 20 points to score of 
Star Scout. 

All badges must be worn to score, except Life 
and Star if Scout is of higher rank. 

Deduct one point for each Scout not in regula- 



CONTEST AND EXHIBITION EVENTS 183 

tion uniform (hat, coat or shirt, breeches and 
stockings or puttees) . 

For each troop of over 32 registered Scouts, 
the registered number will be divided into 32 and 
multiplied by the score to obtain proper score for 
the troop. 

First Aid Race 

Two men and patient. Run fifty yards, treat 
patient for injuries and bring him back. Teams 
to furnish all bandages, etc. No manufactured 
splint or tourniquets to be used. 

Surplus bandages need not be brought back 
with the patient. Thorough and correct treat- 
ment only consideration, except that all teams not 
at the finish in ten minutes are disqualified. Tour- 
niquet should not be applied too tightly. Cloth- 
ing need not be removed. 

Friction Fire Lighting 

One man. Fire must be made with own ap- 
paratus by the Bow Method. Tinder to be of 
natural material. Tinder and wood to be native 
to the United States. The following materials 
to be barred: powder from previous attempts, 
chemicals, shavings from pencil sharpener, paper, 
cloth, cotton, string or rope. Judges may bar 
any piece of apparatus that in their judgment is 



i84 CONTEST AND EXHIBITION EVENTS 

unfair. " Warming Up " is not allowed, but 
using a hole that has been used before is permissi- 
ble. Speed event. 




READY FOR THE FRICTION FIRE 



Morse Signaling 

Reader, Sender, Receiver, Writer. Flags at 
least two feet square. Poles at least five feet 
long. One hand to be held at bottom of pole 
throughout event. 

Two different messages. Message to be 
sent by sender to receiver in usual manner. When 
message is received and written, receiver will send 



CONTEST AND EXHIBITION EVENTS 185 

another message back to original sender, who 
will receive same, thus reversing process. The 
final writer when finished, will raise hand holding 
message, 5 seconds added for each error. Time 
taken as of perfect messages. Speed event. 

Semaphore Signaling 

Same as Morse, except that flags shall be at 
least 12 inches square and must fly free. 

Hand should not touch flag intentionally. 
Hand must be on staff outside of space used by 
flag. Length of flag stick optional. Speed 
Event. 

Knot Tying 

Two men. Rope to be furnished by the team 
and to be at least 12 feet long and at least % 
Inch in diameter to lie straight on the ground and 
the two Scouts to stand at attention, one of them 
holding a staff at '' ground staff.'' At the word 
*' go " one Scout grasps the staff in both hands 
and raises it to a horizontal position, with hands 
well apart. The tyer ties the following knots in 
the order named: 

Timber hitch to staff just inside holder's left 
hand, overhand knot, bowline, halter, figure eight, 
sheepshank, sheet bend (to loop of bowline) and 
clove hitch to staff outside holder's right hand. 
Tyer denotes finish by raising both hands. Speed 



i86 CONTEST AND EXHIBITION EVENTS ^ 

event, but one wrong knot disqualifies. Knots 
to be tied in sequence on the rope in the order 
listed. 

Stretcher Making 

Two men and patient. Run thirty yards, make 
coat stretcher, bring patient back. Scouts must 
use their own coats. Coats entirely buttoned ex- 
cept pockets and not hooked, before and after 
event. Sleeves must be entirely inside of coat at 
finish. Patient must lie on his back and must not 
assist in any way. Speed event, but stretcher 
must be properly made. 

Equipment Race 

One man. Run ten yards, remove Scout belt 
(worn over coat), run ten yards, remove coat; 
ditto, remove hat; ditto, remove puttees, cross a 
line and return, properly dressing en route. 
Coats to be buttoned except pockets, and not 
hooked, at start and finish and all straps through 
all loops, and tucked in neatly. Staff to be carried 
entire distance. Scouts' own uniforms to be 
worn. Stand at attention for inspection at the 
finish. Speed event. 

Dressing Race 
One man. The following Scouts' own Scout 
garments are laid on the ground by the Scout over 



CONTEST AND EXHIBITION EVENTS 187 

a distance of forty yards in the order named: 
shirt, breeches, high sneakers with hooks, puttees, 
coat, belt and hat. Except for the order, cloth- 
ing may be arranged in any condition or position 
the Scout may desire. Scout clad in shorts (of 
any description), socks and jersey dresses in the 
order named and crosses a line, fully dressed, all 
buttons buttoned, except pockets (coat not 
hooked), breeches laced all the way down and 
tied, breeches held up by a belt. Scout belt outside 
coat, sneakers all laced and hooked, and straps 
through all loops, and tucked in neatly. Stand 
at attention for inspection at the finish. Speed 
event. 

Fire Building and Water Boiling 
Home Council to provide each contestant with 
a quart kettle or pail and one pint of soap and 
water, two ' matches and an equal quantity of 
wood. Each Scout supplies a scout hatchet and 
a knife and a wooden device for hanging the 
kettle or pail. This device may be nailed to- 
gether before the contest begins; kettle or pail 
may be suspended by rope, but not by chain, wire 
or other metal device. Nothing else to be fur- 
nished or used. The judges to disqualify Scout 
spilling water or failing to light his fire with two 
matches. Water must boil over. Scout boiling 



i88 CONTEST AND EXHIBITION EVENTS 

water first wins, provided above regulations have 
been followed. Pail must not be tipped. 

Friction Fire Emergency Race 

One man. Contestants run 30 yards, where 
the fire-lighting materials lie. The board is not 
notched, the thong is not attached in any way to 
the bow, and the drill is not pointed at either 
end. The contestants must notch the board, 
point the drill, string the bow and make fire in 
accordance with the rules for Friction Fire Mak- 
ing. A knife is the only implement to be used in 
preparing the outfit. Speed event. 

Scouting Race 

Two men. A stands on starting line; B, faces 
him on a line 30 yards distant, ready to send a 
short signal message. At the starting word, B 
sends the message to A, who receives and writes 
it. When he has the message he drops it and 
runs to B who has lain down on his back with his 
head away from A. A ties B's hands with a 
neckerchief, using a square knot and drags him 10 
yards using the fireman's drag. At this line (the 
40 yard line) there is rope and sealed directions 
covering knots and first aid injuries. A unties 
B's hands, treats him for the injuries, ties the 
knots as instructed, and carries B across the 50 



CONTEST AND EXHIBITION EVENTS 189 

yard line, using the fireman's lift for the finish. 

This scores as follows: The first team to fin- 
ish gets a trial score of 100 points. The second 
team in gets one less point, etc., to the last team. 
Deduct one point from the score of each team for 
every error noted by the judges. This gives the 
final score. 

For example: The first team to finish might 
have four errors, giving them a total score of 96. 
The second team to finish, making no errors, 
would win with a score of 99. 

This event is taken from the Canadian Scout 
Handbook, and is adapted by permission. 

'' B " Events (Athletic) 

Pacing 

One man. Start with both heels on line, 
Twenty yards in twenty paces. Start with left 
foot and end with right foot. Scouts moving 
feet at finish or ending with wrong foot will be 
disqualified. Accuracy event. 

Rescue Race 

One man and patient. Patient lies on back, 
head towards rescuer. Rescuer runs thirty yards, 
pulls patient onto his back and returns with him, 
using Fireman's Lift Carry with arm between legs. 



I90 CONTEST AND EXHIBITION EVENTS 

Patient to he as tall as the shoulder of the rescuer 
and to be properly adjusted within five yards of 
patient's line. Either hand raised by patient. 
Speed event. 

Staff Throw 

One man. Staff to fall front end downward 
and to be measured to this point. When it falls 
flat or rear end downward the rear end to be 
marked. When staff revolves end for end man 
is disqualified. Scout's own staff to be used. If 
staff is taped, must be taped equally at both ends. 
A run may be taken, but only one throw. Step- 
ping over the line will be penalized the distance 
of the step-over. Distance event. 

Patrol Wall Scaling 

Wall to be ten feet high, at least one foot wide 
at top, at least five feet wide at bottom and 
boarded up on both sides. Patrol to run ten 
yards, scale wall, run ten yards on the far side 
of the wall, and return over the wall. Use no 
staves. Speed event. 

Patrol Signal Tower 

At the start, stand at attention in line. Three 
Scouts take three others standing on their shoul- 
ders. They come together and lock arms. No. 




PATROL SIGNAL TOWER 



191 



192 CONTEST AND EXHIBITION EVENTS 

7 then takes No. 8 on his shoulders, from where 
he climbs to the top of the tower. No. 7 then 
passes up two semaphore flags to No. 8, who 
stands erect and sends the letter '' R.'' Method 
of building tower not compulsory, but same type 
of tower and number of Scouts must be used. 
Speed event, but tower must stand at least 30 
seconds. 

Paul Revere Race 

One '' Revere '' and four ^' horses." One 
hdrse is posted at the start, two thirty yards down 
the field, and one at the far end (60 yards). 
Rfevere mounts horse No. i at word " go," rides 
to center of field, changes to horse No. 2, rides 
to end of field, changes to horse No. 3, returns to 
center of field, changes to horse No. 4, and rides 
back to the start. Revere may take not more 
than two steps to each change. Counted as Pa- 
trol Event. Speed event. 

Patrol Standing Broad Jump Relay 

Form single file. In jumping, toe the line, each 
Scout toeing the mark made by the heel of each 
preceding scout. If Scout steps or falls back, 
point where his hand or foot strikes will be 
marked. Distance event. 



CONTEST AND EXHIBITION EVENTS 193 

Patrol Staff Relay 

Two Scouts at start, four in center of field, and 
two at far end of the field. No. i carries staff 
to No. 2 at center, who carries it to No. 3 at the 
end, who carries it to No. 4 at the center, who 
carries it to No. 5 at start, and this process is 
repeated again, ending at the start. Staff to be 
passed, not thrown. Speed event. 

Patrol Centipede Race 

Form single file, each Scout clasping hands in 
front of the Scout ahead of him. Patrol races 
in lock-step the required distance. If a Scout un- 
clasps his hands before the last Scout of the patrol 
crosses the line, the patrol shall be disqualified. 
Speed event. 

Antelope Race 

This race shall be run by eight boys, each hold- 
ing on to the boy in front, by his belt, or by some 
article of clothing worn. This race shall extend 
3.0 yards, around a designated point, and shall 
finish at the line of starting. The finish shall be 
judged by the last boy passing over the starting 
line. If any boy lets go, causing a break in the 
line before passing the finishing line, that team 
shall be disqualified. 



194 CONTEST AND EXHIBITION EVENTS 

Human Obstacle Race 

Three boys shall be placed ten yards apart, the 
first lo yards from the starting line. The con- 
testants in this race shall run around the boy 
nearest the starting line without touching him, 
pass between the legs of the second, leap over the 
back of the third, and shall then run back to the 
starting Hne, where the finish shall be judged. 

Potato Relay Race 

Patrol Event — Four points shall be estab- 
lished six feet apart, the first one 6 feet from 
starting line. A receptacle not more than two 
feet in diameter shall be placed at the starting line 
beside the front of each team. This shall con- 
tain four potatoes at the start. The first man 
takes the potatoes, one at a time, places them 
upon the designated points and returns, touching 
off the next man. The next man must pick up the 
potatoes one at a time and place (not throw) 
them in the container. The last man must cross 
a line 15 feet to the rear of the original starting 
line for the finish. 

Over the Top Race 

A patrol relay. Ten yards in front of starting 
line two Scouts hold a staff horizontally above 
heads. Each runner passes under this, throwing 



CONTEST AND EXHIBITION EVENTS 195 

a basket or volley ball over the staff and catching 
ball before it touches the ground. Boys run 40 
yards around a given point and return under staff, 
carrying ball which is passed, not thrown, to next 
man. 

If ball is missed it must be picked up, but if it 
goes under the staff it must be thrown over before 
proceeding. 

Relay Races 

In addition to the events indicated here there 
are many relay races which make excellent contest 
events for patrol work. These will be found in 
the chapter on Races, and should be considered 
thoroughly. 

'' Two Troop '' Events 

Because of the difficulty of judging, these events 
are not practical for a large meet, but can be run 
off between two troops to good advantage. 

Tent Pitching. An outdoor event. Two 
men. Each stands at attention at the start with 
a shelter half rolled up and slung over the shoul- 
der, and tied together at the ends of the roll. 
The pegs and pole to be inside the roll. At the 
word ^^ go '' each man unrolls his half and the two 
proceed to pitch the tent, driving in all pegs to the 
satisfaction of the judges. Of course the two 



196 CONTEST AND EXHIBITION EVENTS 

troops must use exactly the same style of tent, 
thus making it difficult for several troops to com- 
pete in this event. A speed event. A Scout ax 
may be used to drive in pegs. 

Patrol Tug of War. See chapter on Miscel- 
laneous Games for the rules governing this event. 

Lassooing. One man. Scout to furnish his 
own lassoo. At a distance of 6 yards each Scout 
to have one try at a standing target, and one at a 
running target. The distance to be increased one 
yard at a time, and similar trials to be made until 
one misses and the other succeeds. The moving 
target to be considered the most difficult in case 
of a tie. Roping the foot not to count, as this 
may be luck. Accuracy event. 

Knights. This game may be competitive, 
each troop having its champion. See Chapter on 
Miscellaneous Games. 

Tilting. Two nail kegs or small tubs are 
placed on the ground, the exact length of a staff 
apart. A Scout stands on each keg and tries to 
poke his opponent off the other keg by means of 
a staff padded at one end. Scouts may not take 
hold of the opponent's staff. Two out of three 
tries will be found a fair trial, changing kegs each 
time. 



CONTEST AND EXHIBITION EVENTS 197 




THROWING THE TOMAHAWK AT CAMP PIONJEER 



Tomahawk Throw. One man. A log or 
heavy board with the grain running vertically, 
is set into the ground. Scout to furnish his 
tomahawk or Scout ax. The ax to be thrown 
overhand with the blade to the front; the ax to 
revolve forward one or two revolutions, depend- 
ing on the distance of the throw. The trials to 
be made from two lines, one the right distance 
for one revolution, and the other distance right 
for two revolutions. Three trials may be made 
for practice at each line before the event starts. 
Each Scout to throw from each line until he 
misses. Every time the ax sticks into the target 
between certain marks it counts i point at the near 
line and 5 points at the far line. The marks on 



198 CONTEST AND EXHIBITION EVENTS 

the target are generally at shoulder and knee 
height. A miss is a throw that does not stick 
into the target between these marks. Accuracy 
event. 




f^ 



T 






5hort Throw- 



loni^ Throw -^ 



LONG AND SHORT THROWS 



Fire Buildi.ng. This event is for the out-of- 
doors, for camp, or while on a hike. It is a one- 
man event; each contestant being equipped with 
two matches, a Scout ax and a knife; and being 
shown a place where he must build his fire. At 
the word ^* Go ! " all scatter to find firewood, and 
the man who first gets a fire is the winner. 

Wet Fire Building. Similar to the Fire 
Building event where all race to start the first 
fire, except that all the brush and firewood is first 
assembled and thoroughly wetted before the start 
of the contest. The stunt is to get a fire with the 



CONTEST AND EXHIBITION EVENTS 199 

wet wood. This event suggested by C. M. Ab- 
bott of Springfield, Massachusetts. 

Exhibition Events 

For Field Days and Rallies the non-competitive 
exhibition event is valuable, showing the public 
what Scout activities really are, and making the 
program more interesting. Of course these 
events are endless, and the ones hereinafter de- 
scribed merely serve to indicate the nature, scope 
and appeal of this sort of work. 

Making a Lean-to 
The materials are all cut to length, and each 
man knows his job. At the word of command 
each man leaps to his post, and the whole affair is 
lashed together with surprising quickness. A bed 
of boughs and a reflector fire will add to the at- 
tractiveness of the effect. 

Illustrating the Scout Law 
A set of twelve signs is used in this stunt, each 
giving one of the Scout Laws. These are dis- 
played one at a time, followed by an acting out of 
the law by two or three boys. 

Model Camp 
A tent is pitched and a campfire built, each fea- 
ture of a model camp being indicated by small 



200 CONTEST AND EXHIBITION EVENTS 

signs. If a sufficiently expert cook is numbered 
among those present he may cook and ^' flop '' a 
few real flapjacks over the campfire. 

Model Fires 

By means of notched logs an exhibit may be 
made showing the different types of campfires. 
Thus the Indian fire, the cob house fire, the trap- 
per's fire and others may be shown. 

Bridge Building 

Where there is some one with engineering abil- 
ity in a troop a bridge may be built; all parts be- 
ing previously fitted and each man being well 
drilled in his part of the work. 




BICYCLE EXHIBITION 



CONTEST AND«EXHIBITION EVENTS 201 

Bicycle Stunts 

A stretcher may be made, slung between three 
bicycles, or the '^ bikes " may be decorated, with 
the troop riding them through a fancy drill. 

Tent Making 

Using one large piece of canvas, rectangular in 
shape, a number of different types of tent may be 
shown in rapid succession. In the Campcraft 
chapter of the ^' Scout Handbook " the types of 
tents are illustrated. Among them are the Baker 
tent, the toque, the miner's, the conical, and the 
canoe tent. Mark with tape the folding points 
on the edge of the canvas; each Scout being as- 
signed to one of these loops, and others being in 
charge of the poles and braces. 

Drills and Exercises 

Fancy drills and setting-up exercises make good 
exhibition events, the latter possibly taking the 
form of a staff drill similar to the gymnasium 
wand drill. Absolute uniformity is essential, and 
whistle signals are very effective instead of the 
spoken word of command. This applies to all 
exhibition events. 



202 CONTEST AND EXHIBITION EVENTS 

Educational Drills 

By word of command the breaking of drowning 
grips, the fireman's lift, the application of band- 
ages, the use of knots, the chair carry, the coat 
stretcher and artificial respiration, may all be 
shown. Simply count the boys off, and have one 
group work on the other by word of command, or 
by whistle signal. 

Speed Bandaging 

The stunt is to completely cover the body of 
a patient with bandages in the shortest possible 
time. Both roller and triangular bandages may 
be used, and two or three boys will operate on a 
patient simultaneously. 

Pyramid Building 

If a troop is athletically inclined, the building 
of a few snappy pyramids will make a hit at any 
rally. *' Pyramid Building," issued by the Amer- 
ican Sports Publishing Company, 21 Warren 
Street, New York City, will be helpful to any one 
interested in this work. 

Signal Towers 

When a troop quickly throws up a tall signal 
tower, and sends a man up on it to signal, the 
event is bound to attract attention. Lashing 



CONTEST AND EXHIBITION EVENTS 203 

Scout staves together is one method in use; an- 
other being to use tall saplings in tripod form, 




SIGNAL TOWER OF LASHED SAPLINGS 



bracing these with lashed staves, and sending the 
brave signalman up to the top on a rope ladder. 



204 CONTEST AND EXHIBITION EVENTS 

By having two of the three saplings all lashed and 
braced beforehand, the whole tower may be set 
up in a remarkably short time. 

Wireless 

A field wireless set up and put in working con- 
dition in good time and in a businesslike manner 
is a splendid exhibition event. Posts or saplings 
may be erected, with wires radiating from their 
tops for the aerials. 

Policing 

One line of boys equipped with paperbags, 
walks down the field, scattering torn papers all 
over the ground. A second line sweeps down the 
field policing, and picking up every paper. This 
illustrates the proper way to leave a camp. 

Games and Contest Events 

Many games and contest events make good ex- 
hibition events also. Among these are Turtle 
Tag, Snatch the Hat, Poison, Crows and Cranes, 
Are You There, Mike? and Blindfold Boxing. 
These games selected from several different types, 
have action and interest enough to appeal to the 
spectators. 

The best contest events for this purpose are 
Signal Tower, Friction Fire, Equipment Race and 
Rescue Race. 



CONTEST AND EXHIBITION EVENTS 205 

Use of Staves Drill 

This is illustrative of various uses of the staff j 
and is done by patrols. The following commands 
are given: 

Campfire Formation. The patrol being in 
line, the three Scouts on each end put their staves 
into a small wire ring, thereby forming two tri- 
pods of three staves each. The two center Scouts 
lay their staves across these tripods and pretend 
to light a campfire beneath. 

Barrier Formatio.n. The patrol being once 
more in line, each Scout brings his staff across his 
body, holding it with both hands, thus making an 
impenetrable barrier. Position of right shoulder 
staff is then resumed. 

Fire Line Formation. All Scouts right face 
and at the proper command the leading boy starts 
to march and continues until the command 
*' Halt " is given. The Scout behind follows 
him at an interval of three paces, and so on with 
the others until they are all three paces apart. 
At the command ''Halt," they all face to the 
front and reach their staves toward the Scout to 
their left. The Scout on the left of line reaches 
his toward the right, so here the staves are double. 
The result is a fence or fire line. 

Wedge Formation. Without altering the 
position of their staves the Scouts take a wedge 



2o6 CONTEST AND EXHIBITION EVENTS 

formation with the fourth Scout from the right 
at the apex. The Scout on the left of line 
marches inside the wedge, waving a flag which he 
has attached to his staff. In this formation they 
march off the field. Further formations will sug- 
gest themselves to the Scoutmaster, such as lash- 
ing the staves together to make tent framework, 
towers, bridges, etc. 

Model Aeroplanes. The model aeroplane 
propelled with the rubber band motor is adapta- 
ble to exhibition work at Scout rallies. If a 
troop has gone in for this line of handicraft and 
experiment, all the models may be assembled at 
the rally, and trial flights made. 

Boy Scout Circus 

Through the kindness of National Camping 
Director L. L. McDonald, we are able to give an 
outline of the Scout Circus, held in Chicago in 
19 1 6. This will serve to show how the program 
was arranged. The Scout Circus idea was 
worked out with great care, and shows an excel- 
lent blending of contest and exhibition events. 

It will be understood that three rings were 
used, but in order to describe in detail what was 
done in each act, these stunts will have to be 
taken up one at a time, although actually several 
things were going on at the same time. 



CONTEST AND EXHIBITION EVENTS 207 

Band Concert. For the half-hour before the 
beginning of the circus a selection of concert music 
was played by an excellent band. 

Grand Review. In this grand parade and 
review the Scouts marched by districts under their 
Scoutmasters, and passed in review before the 
reviewing-stand where National and Chicago 
Scout officials reviewed them. A cup was 
awarded the troop making best appearance; 32 
being considered perfect in membership. March- 
ing and uniformity of equipment also counted. 

A Day in Camp. Scouts hiked unto field, set 
up a model camp, including a flag pole, and 
showed the days' activities at a Scout camp. 

Included in the activities were flag raising and 
salute, setting-up exercises, fire lighting, cooking, 
bugle calls, drumming, tent making exhibition, 
camp and campfire games, striking colors, strik- 
ing tents and the return hike. 

Trek Cart Exhibition. Scouts showed the 
various uses to which a trek cart may be put. 

A spectacular fire-fighting scene was also 
shown, illustrating the use of ladders, fireman's 
lift and fire nets, and the method of entering burn- 
ing buildings. A demonstration of how to use 
fire extinguishers was also shown. 

Engineering Features Act. This included 
building a bridge without nails or bolts, all joints 



2o8 CONTEST AND EXHIBITION EVENTS 

lashed; spanning an imaginary river 40 feet wide, 
and crossing with an automobile. 

Bicycle Stunts. Showed the value of a 
bicycle as a carrying medium. 

Fa^ncy Drill Contest. Scouts drilled to de- 
termine which of several troops were the most 
efficient in this branch of Scout work. 

Signal Act. This act included wireless; 
smoke-signals, heliograph, Morse, semaphore, sea 
signal lights, etc. 

In the semaphore drill 200 Scouts signaled in 
unison. 

First Aid Act. Scouts treated patients 
*^ planted '' in the audience who suddenly 
*' fainted,'' or were supposed to be otherwise in- 
jured. 

Pyramid Building, The customary pyra- 
mids were built. 

Wall Scaling. The boys demonstrated how 
easy it is to get over a wall. 

Staff Drill. Needs no comment. 

Indian Village and Scout Shelter Lean- 
Tos. These tepees and shelters were erected to 
show the appearance of a Cherokee village, and 
how Scouts provide shelter on overnight hikes. 

The Conquest of the Indian. The scene 
started with an. Indian village, and when the white 



CONTEST AND EXHIBITION EVENTS 209 

men came the Indians were finally driven back 
onto reservations. 

Wild West Act. Put on by a group of real 
covv^boys from the stock yards. 

Clowns. A big troop of clowns furnished 
comedy throughout the affair, thus giving it a real 
circus atmosphere. 

Another Boy Scout Circus 

In Hartford, Connecticut, a similar circus was 
held, but the programs are sufficiently different 
to warrant a comparison. The Hartford pro- 
gram shows a predominance of competitive work, 
while the Chicago one has more exhibition work. 
The Hartford program follows: 

Assembly and Flag Salute. When the 
bugle blew *' assembly " all troops came to atten- 
tion. While the Boy Scout band played *' The 
Star Spangled Banner," the Scouts saluted a large 
American flag. 

ScouTCRAFT. A point system for scout rank, 
counted as one of the contest events. 

Exhibition Work. A woodcraft sketch en- 
titled ^* Lost in the Woods." A troop camped 
for the night, making friction fire, etc. 

First Aid Race. (Described under contest 
events.) 



2IO CONTEST AND EXHIBITION EVENTS 

Friction Fire Lighting. (See contest 

events.) 

Morse Signaling. (See contest events.) 
Semaphore Signaling. (See contest events.) 
Exhibition Work. Ring i, Tilting; Ring 2, 

Games; Ring 3, Setting-up exercises. 
Knot Tying. (See contest events.) 
Stretcher Making. (See contest events.) 
Equipme.nt Race. (See contest events.) 
Exhibition Work. An attempt to break the 

world's record in making th6 friction fire. , (The 

record was broken by Deputy R. M. Yergason, 

but has since been lowered.) 

Pacing. (See contest events.) 
Dressing Race. (See contest events.) 
Exhibition Work. Ring i, Signal drill; 

Ring 2, Pyramids; Ring 3, Staff Drill. 
Rescue Race. (See contest events.) 
Staff Throw. (See contest events.) 
Patrol Signal Tower Race. (See contest 

events.) 

Paul Revere Race. (See contest events.) 
Exhibition Work. Ring i, *' The White 

Hope"; Ring 2, Trained Animals; Ring 3, 

Clowns. 

Standing Broad Jump Relay. (See contest 

events.) 

Patrol Staff Relay. (See contest events.) 



CONTEST AND EXHIBITION EVENTS ^ii 

Patrol Ce.ntipede Race. (See contest 
events.) 

Exhibition Work. Ring i, Tent Making; 
Ring 2, Red Cross Scouting; Ring 3, Fireman's 
Lift. 

Spiral, Presentation of Awards and Dis- 
missal. The troops getting first, second and 
third in the contest work received cups and pen- 
nants. 

Boy Scout Exhibit 

This may be either temporary, in connection 
with a big Scout rally, or a permanent Scout 
museum. 

Subdivide all the merit badges into a few gen- 
eral headings, such as Health, Sports and Athlet- 
ics, Patriotism and Citizenship, Art and Science, 
Trades and Craftwork, Nature Study and Wood- 
craft, etc. 

Then let the Scouts make things pertaining to 
the different badges, submit inventions, or collec- 
tions that they have made. All these can then be 
put under the proper heading and exhibited to the 
public to show what Scouts can do. 

Some of the things that might be shown are 
listed as follows: 

Agriculture. Seed testers, collections of 
weeds mounted, weather maps. 



212 CONTEST AND EXHIBITION EVENTS 

Angling. Mounted fish, poles and flies made 
by Scouts. 

Archery. Outfits made by Scouts. 

Architecture. Architectural drawings made 
by Scouts. 

Art. Drawings by Scouts of Scout subjects. 

Astronomy. Model made by Scout showing 
rotation of earth and moon. Star charts. 

Athletics. Sketches of system of exercises. 
Hockey sticks, baseball gloves, bats, etc., made by 
Scouts. Model to work out football plays. 

AuTOMOBiLiNG. Patched inner tubes, auto 
models, mechanical drawings of auto parts, in- 
vention of parts and accessories, operators' li- 
censes. 

Aviation. Kites, model fliers. 

Bee Keeping. Hives made by Scouts. Honey 
made by Scouts' bees. 

Bird Study. Bird lists, bird photos, bird 
houses, trays, feeding and drinking devices. 
Birds' nests. 

Blacksmithing. Work of Scouts. 

Botany. Flower and fern collections. 

Bugling. List of calls enlarged together with 
music for same. 

Business. Shorthand, typeing, penmanship 
and bookkeeping of Scouts. 

Camping. Friction fire sets, models of types 



CONTEST AND EXHIBITION EVENTS 213 

of campfires, flint and steel outfit, models of types 
of tents, model of raft, camp photos, model of 
model camp showing tents, etc. Tents made by 
Scouts. 

Carpentry. Work of Scouts. 

Chemistry. Experimental apparati made by 
Scouts. 

Civics. The local Civic Scout test and medal. 
Graphic chart showing government of his state or 
city. 

Conservation. Pictures of birds and animals 
together with dates of game laws for these. 
Graphic chart showing natural resources of the 
nation and how these may be conserved, or are 
being wasted. 

Cooking. Mess kits designed by Scouts. 
Models of camp kitchens. Flapjacks, biscuit and 
twist made by Scouts. Scout may cook over an 
oil heater, making flapjacks. 

Craftsmanship. Work done by Scouts. 

Cycling. Tires repaired by Scouts. Carry- 
ing devices. Bicycle ambulance. 

Dairying. Photos and sketches showing san- 
itary and unclean dairies, contrasting the two. 

Electricity. Electrical inventions. Electri- 
cal devices of all sorts. Spliced, soldered and 
taped wire. 

Firemanship. Figures compiled on National 



214 CONTEST AND EXHIBITION EVENTS 

Fire Loss. (Write National Fire Protection 
Association.) A model fire, with dolls showing 
Scouts holding back crowd. A bucket brigade, 
improvised ropes and nets, and the fireman's lift 
and drag. Fire escapes and the saving of animals 
might also be shown. Also school fire drill. 

First Aid. Charts made by Scouts showing 
artificial respiration, application of tourniquet 
and bandages. Triangular bandage, bearing 
sketches (original) showing all applications. 
Dolls bandaged to show how this should be done. 
First aid kits made by Scouts. Charts showing 
injury, diagnosis and treatment for injuries and 
poisoning. Models showing carrying injured. 

First Aid to Animals. See First Aid. 
Charts showing cruelty of check reins, to horses. 
(Confer with S. P. C. A.) 

Forestry. Collections of tree leaves and 
shrubs mounted. Samples of wood with bark on. 
Display sign warning against forest fires. 

Gardening. Photos of gardens at different 
stages. 

Handicraft. Work of Scouts. 

Hiking. Pack sack and camp kits made by 
Scouts. 

Horsemanship. Sketches of horses saddled 
and in harness, showing names of external parts, 
and names of parts of equipment. 



I 



CONTEST AND EXHIBITION EVENTS 215 

Interpreting. Letters written In foreign 
languages. 

Leather Working. Work done by Scouts. 

Life Saving. Drawings or models showing 
carries and death grips. 

Machinery. Models and mechanical devices 
made by Scouts. Display of machinists tools. 

Marksmanship. The Boy Scout marksman- 
ship code enlarged. Targets showing marksman- 
ship of Scouts. 

Masonry. Models of walls, ovens, fireplaces, 
etc. 

Mining. Collections of minerals. 

Music. Music written by Scouts. List of 
Scouts and the instruments they play. 

Painting. Work of Scouts. 

Pathfinding. Maps showing required in- 
formation. 

Personal Health. Charts on alcohol and 
tobacco. Rules for health on charts. 

Photography. Photos taken, developed and 
printed by Scouts and- of Scout subjects. 

Physical Development. See Athletics. 

Pioneering. Lashings. Models of bridges, 
derricks and lean-tos. Model of types of log 
cabins. Indian arrow heads. 

Plumbing. Work of Scouts such as wiped 
joints, etc. 



2i6 CONTEST AND EXHIBITION EVENTS 

Poultry Keeping. A model chicken farm 
with doll chickens, such as are on sale at Easter 
time. 

Printing. Samples of work set up and 
printed by Scouts. Sample of complex proof- 
reading. 

Public Health. Report blanks of clean-up 
or fly-fighting campaigns. Literature distributed 
for such campaigns. Models of house fly, mos- 
quito and rats carrying disease. Material on the 
house fly. Quarantine signs from Health Dept. 
Chart showing carelessness regarding health or^ 
dinances. 

Safety First. Subdivide into Health, Acci- 
dent and Fire. Show by models the dangers of 
each class. Show use of automatic sprinkler and 
automatic alarms. A list of things Scouts can 
do to make the community safer. 

Scholarship. Report cards of Scouts. Fig- 
ures comparing the school work of Scouts with 
non-Scouts. 

Sculpture. Work of Scouts. Suggest copy 
of Boy Scout Statuette. 

Seamanship. A display of knots and splices. 
Model boats. Palm and needle. Charts. 
Demonstration of use of dividers and parallel 
rules. Sketches showing how to sail a boat. 
Shells and sea creatures. 



CONTEST AND EXHIBITION EVENTS 217 

Signaling* Signal flags and other signaling 
devices made by Scouts, including wireless helio- 
graphs, colored lights. International flag code, 
buzzers, automatic semaphore device, electrical 
devices for night work, etc. 

STALKI.NG. Wild creature photos. Charts of 
the tracks of different creatures. Models of all 
the known tracking signals and signs. 

Surveying. Surveying equipment made by 
Scouts. Maps made by Scouts. Sketch showing 
method of computing height of tree or width of 
stream. 

Swimming. Models (dolls) showing strokes; 
or sketches. 

Taxidermy. Mounted birds and animals. 
Preserved toads, frogs and other reptiles. 

Wireless. Complete outfits assembled by the 
boys. 

Special Classes 

1. A pack sack for one person, including tent 
and mess kit, but not food. Suitable for a six- 
day hike. 

2. First aid kit for a troop. Cost to be 
considered^ so submit itemized list showing 
same. 

3. Bird houses. Most artistic, most attractive 
to the bird and most original house wins the prize ; 



2i8 CONTEST AND EXHIBITION EVENTS 

but house must be suitable to the bird for which it 
is made. 

4. Best model or device submitted under any 
Merit Badge. 



CHAPTER XI 
CAMPING NOTES 

The Scout Camp 

In this chapter we will consider the annual sum- 
mer camp, accommodating from forty to one hun- 
dred boys, and will assume it to be a camp of 
Scouts. 

The general arrangements and routine for all 
boys' camps is similar, but there are a few dif- 
ferences between the Scout camp and other camps 
which must be considered. 

In the first place, the Scout Law and Oath make 
the administration of a Scout camp from the 
standpoint of discipline far easier than that of 
other boys' camps. 

Furthermore there must be exceptional facili- 
ties for the boys to pass the many Scout tests, 
especially the nature study and woodcraft activi- 
ties. 

The spirit of '* do for yourself " will be active 
in a Scout camp, for Scouts are trained to be self- 
reliant and efficient. 

And finally, since the Scout movement stands 

219 



\0 K 




THE LONE TROOP CAMP SITE 



220 



for t/nMass. etc 
:. INCINERATOR 



WOOD PILE 




Flv /zy.//^jr 



WASH 
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PATROL QUARTERS 

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PTL QRS 




8 BOYS 






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LIFE PRESERVER 




BOAT LANDING 




LAY-OUT OF EQUIPMENT OF THE LONE TROOP CAMP 



221 



222 CAMPING NOTES 

for civic and personal cleanliness, the Scout camp 
should be a model from the standpoint of safety 
and sanitation. 

Varying Conditions 

The length of the term, the size of the camp, 
the equipment, the extent that the boys are ex- 
pected to *' rough it," and the matter of finance 
will greatly affect the layout and routine of a 
camp. 

The question of ^' roughing it " will bring for- 
ward varying opinions. It is wholly a matter of 
your objective. Some favor the plan of having 
the boys cook all their meals, going around 
stripped to the waist in order to acquire a good 
coat of tan, sleeping on a bed of boughs, and 
in fact, getting close enough to nature to crowd 
her. 

The other extreme is the so called Hotel de 
Canvas. Here we have every modern conveni- 
ence, including electric lights, bungalows, dish- 
washing, waiters, and hammocks. This kid glove 
type of camp is doubtless worse than the other. 

The camp director must strike a happy medium. 
Much may be said in support of camp conveni- 
ences, and still the value of self reliance acquired 
through *' roughing it " cannot be denied. There 
are certainly conveniences, however, which may 



CAMPING NOTES 223 

well be termed necessities for an all-summer camp. 
First among these is a good chef. 

For all but small troop camps a competent 
chef should be provided. The " each cook for 
himself " idea is bad for any length of time, al- 
though an occasional experiment on one meal a 
day is good Scouting. 

Cots should be used in all camps of any dura- 
tion in preference to sleeping on the ground^ 
Board floors are considered a legitimate refine- 
ment in most large camps, but are not a necessity 
in sandy soil with good drainage. When they 
are not used the tents must be ditched — before 
the storm, not afterward. 

There is a tendency to decentralize the mass 
camp; separating the tents into groups with fire- 
places for each tent. Here, once a day, the tent 
group cooks a meal, the rations for all tents be- 
ing the same. 

There are some things, however, which are 
better centralized. These include : Work on 
tests, swimming, physical work, patriotic ex- 
ercises, athletics, medical treatment and social ac- 
tivities. 

Preparation 

The camp will be safe, happy, and successful 
in direct proportion to the amount of careful 



224 



CAMPING NOTES 



preparation made beforehand. Each boy should 
be furnished with a list of things to take. A 
sample list is as follows : 



Absolutely Required 

A pair of woolen C6mb 

blankets 
Handkerchiefs 
Plenty of underwear 
One complete change 

beside uniform 
Dishtowel 
Bathing Suit 



Pajamas 

Two extra pairs 

stockings 
Toothbrush 
Towels and soap 
Bible 
Scout Handbook 



of 



Raincoat 

Poncho 

Scout ax and knife 

Sneakers 

Sweater 



Very Desirable 

Field glasses (for bird 

study) 
Shelter tent (for 

hikes) 
Cooking kit ( for tests ) 



Musical instruments 

Flashlight 

A small pillow cover Camera 

Fishing tackle 



Canteen 

Baseball equipment 



A small mirror 

For the camp, lists must be made of hardware 
and tools, cooking utensils, food supphes, and 
housing materials. Many camps issue printed 



CAMPING NOTES 225 

booklets which are rich in ideas to those who are 
preparing for a camp. 

The boys' parents must be informed how to get 
to the camp and how to communicate therewith. 
And leadership arrangements must be made well 
in advance. 

The campsite may call for preparation and in- 
spection. Before you go it might be well to ask 
yourself these questions: 

Have I prepared every possible detail in ad- 
vance ? 

Has the drinking water been tested? 

Are transportation problems solved? 

Can we get ice, milk and other staples? 

Are we in touch with a doctor in case of severe 
illness? 

Are swimming precautions well planned? 
,Will we have adequate leadership for the num- 
ber of boys? 

Has every boy a list of necessary things? 

What will we do if it rains for several days? 

Have I had sufficient experience to handle this 
job? 

Have we a good first aid kit? Can we use it? 

Location and Arrangement 

The ideal campsite is sufficiently remote from 
** civilization '' without being too expensive to 



j latrine: 



ATHLETIC FIELD 



O 



o 



0^° °o 



CAMPU5 



o 



o 



Vfell 



lic^ 


KITCHEN 


i 


1 HALL 


1 


Porch 



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OFFICE. 



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CAMP LAY-OUT WITH ASSEMBLY HALL ON THE 
LAKE SHORE 

226 



CAMPING NOTES 227 

reach; is on some body of clean water suitable for 
swimming and fishing; is in high level ground 
with good drainage; is on sandy soil; is located in 
the open, but with shade nearby; is close to good 
drinking water; is in touch with ice, fuel and 
food supplies; is free from mosquitoes, and is 
large enough not to crowd into camp the refuse 
from it. Room for an athletic field and baseball 
diamond is also desirable. 

One may feel, upon reading these specifications, 
like the farmer who, upon seeing his first camel 
at the circus, said with conviction: *' There ain't 
no such animal ! '' It is generally true that there 
is something *' out " with every campsite; cer- 
tainly an ideal one is hard to find. Still, perfec- 
tion is reached by striving toward an ideal, and 
many campsites may be found which comply with 
practically all the above requirements. 

The arrangement of tents and buildings will 
depend greatly on the site itself, several arrange- 
ments being illustrated. The latrine must be 
well away from the commissary, with its drainage 
away from camp. 

It is well to have an open campus with a flag- 
pole at one end. 



228 CAMPING NOTES 

Equipment 

The camp director will want a Headquarters 
where he can have a certain amount of privacy 
for clerical work and financial details. A tent 
may be used, but far better is a cottage or pavil- 
ion. In some cases Headquarters may be com- 
bined with the camp store, bank, library and recre- 
ation room. 

A shelter of ample size will be required for an 
eating place. Here the boys will sit at tables, 
one table for each tent group, with the tent leader 
in charge. On rainy days this room serves as a 
recreation hall where indoor games are played and 
entertainments given. 

The tents should be of good quality and 
should, if possible, be equipped with flies. The 
wall tent 14 x 16 in size is excellent. Some pre- 
fer the Sibley or the pyramidal tents, but these 
cannot be fitted with flies, nor do they provide for 
a clothesline as do the wall tents. If khaki tents 
are used, those dyed in the piece are more liable 
to fade than those dyed in the thread. A close 
examination of a sample will show which you are 
using. 

Tents may be distinguished by number, name or 
color. If the color plan is used a small colored 
flag is placed on the peak of each tent. Scout pa- 
trol flags may be used, each tent being named for 



LATRINE 



ATHLETIC FIELD 



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o 



5T0RE1 



EATING 

RECREATION 
HALL 



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Campfire 



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ANOTHER SUGGESTION FOR A CAMP LAY-OUT 

229 



230 CAMPING NOTES 

that patrol. This emphasizes the patrol idea and 
helps competition. 

If the drainage is poor, or if the slope is too 
great, it may be desired to use wooden floors ia 
the tents. These may be made in two or more* 
parts, and consist of matchboard nailed on 2 x 4 
stock. Care must be taken to keep the space 
under these floors free from papers and rubbish. 




FLOAT WITH DIVING PLANK 

NOTE THE PATROL BOAT ^ 

Cots may be of wire or canvas, single or double 
*' deckers," each kind having its advocates. A 
denim tick, stuffed with hay, is a great convenience 
on these cots. These ticks mean warm sleeping 
and more comfort. They may be used on the 
ground as beds, in case there is an unexpectexj 
shortage of cots. 



CAMPING NOTES 231 

For the water equipment several boats and 
canoes are desirable. The boats of the flat-bot- 
tomed type are safer than the dories. All row- 
locks should be wired into the boats. One small, 
fast boat, equipped with life preservers, should 
always remain on shore in readiness for rescue 
work. The sponson canoe is a safe type and un- 
sinkable, but is rather bulky. Only expert swim- 
mers should be allowed in the canoes. 

A good float with diving plank and tower will 
be popular; some camps have a chute also. 

Commissary 

For a camp of any size a good chef is needed. 
To locate a chef, the preparatory schools, the 
Y. M. C. A., the dining cars, restaurants, clubs 
and militia may be canvassed. The personal 
character of the chef must absolutely be assured, 
before the boys are thrown into contact with him. 
This is too often neglected. 

The menu is the next thing to consider. For 
breakfast some cereal, such as corn flakes or oat- 
meal may be served each morning. The cooked 
cereals are much less expensive than the pre- 
digested kind. Postum or coffee, together with 
bread and butter is served every morning. Jam 
and peanut butter are popular as substitutes for 
butter, to cut down the H. C. oi L. 



/ 



232 CAMPING NOTES 

In addition to the cereal course any one of the 
following is suggested: 

Creamed codfish Eggs 

Chipped beef Fried Indian pudding 

Codfish cakes Salt pork gravy on 

Creamed salmon toast 

French toast and syrup 

For dinners the following are suggested: 

Canned corned beef Clam chowder 

with pickles Fish chowder 

Potato salad and Corn chowder 

frankforts Succotash 

Hamburg steak Baked fish with egg 

Beef stew sauce 

Pot roast Salmon croquettes 

Chicken Meat croquettes 

Vegetable soup Roast beef 

Meat pie Corned beef hash 

Lamb stew Boiled ham 
Meat loaf 

Cocoa and bread and butter may be served each 
noon, together with at least one vegetable. For 
dessert, chocolate, bread, cottage or tapioca pud- 
ding is good, with ice cream on Sundays. The 
Sunday dinner has a soup course, and several 
vegetables. 



CAMPING NOTES 233 

The following suppers are good: 

Dried beef Creamed salmon 

Codfish cakes Malt breakfast food 

Cold meat Beans with brown 

Macaroni and cheese bread 

Macaroni with tomato Crackers and milk 

sauce Vegetable salad 

Boiled rice Chipped beef and 

Salmon salad scrambled eggs 
Egg salad 

Cocoa or tea, and biscuits or johnny cake are 
recommended for supper. Fruit, such as pears, 
peaches, prunes, apricots or bananas may be 
served occasionally; alternate these with cookies. 
Watermelon Is always a popular dessert. 

A good sized refrigerator Is a necessity for a 
large camp. For smaller camps a box sunk Into 
the ground will serve. 

It Is a good plan to keep a memo-book to re- 
cord orders of food. These Items may be checked 
off when the order Is received. This will help In 
estimating next season's goods. Staples should 
be bought from the lowest bidder who can meet 
specifications. Let several grocers bid for the 
business. 



234 CAMPING NOTES 

Health and Sanitation 

' In many camps a physician is in attendance. 
In others the physical director or camp director 
takes care of minor ailments. In any case the 
camp will want a chest of medical supplies. It is 
not recommended that a first-aid kit be pur- 
chased. It is better to list up the materials 
wanted, and to assemble them to suit yourself. 
Among the articles needed are : 

Several triangular bandages 

Several new gauze bandages (roller) 

Iodine 

iSterate of zinc 

Castor oil 

Peppermint 

Seidlitz powders 

Small surgical scissors 

Adhesive tape 

Camphorated oil 

White pine and tar 

Carbolated vaseline 

Peroxide 

A physical examination is desirable before ac- 
cepting boys for camp. It insures that the boy is 
able to bear the active camp life, and prevents a 
j:ontagious disease from being brought into camp. 



CAMPING NOTES 235 

The importance of proper sanitation cannot be 
too strongly emphasized. The type of latrine 
will vary considerably with the size of the camp. 
For a small camp a simple trench will do. A 
rough seat may be made of sapHngs, and a liberal 
quantity of earth and chloride of lime scattered 
into the trench after using. Keep a trowel on 
hand for this purpose. An old tent fly will do 
for a shelter over this type of latrine. 

For a larger camp a shed will be needed with 
covered seats. Beneath each seat a large gar- 
bage can may be placed, thus making it very easy 
for a nearby farmer to come and clean out the 
latrine. Nail a cleat back of the seats in such 
a position that the covers cannot be opened wide, 
but will close of their own accord. Have a whisk 
broom on the seats, and see that this is used to 
keep the seats clear of scattered earth and chloride 
of lime. Both earth and chloride should be 
used, there being a separate box and trowel for 
each. 

All latrines should be inspected daily. If vo'u 
find flies about a latrine you may be sure that the 
disinfectant is not being used properly. There 
are many simple ways of screening against flies, 
but flies will get through the best of them. The 
best way is to be so clean, and to disinfect so 
well, that no flies will be attracted by the latrine. 



236 CAMPING NOTES 

A separate urinal pit is desirable. Each day 
chloride of lime is emptied into this pit. Care 
must be taken that the boys go here, rather than 
to the latrine. Pollution of the ground, or other- 
wise breaking the sanitary rules of the camp is a 
capital offense, punishable by dismissal from camp. 
At night have a lantern at the pit and the latrine, 
for obvious reasons. 

Disposal of garbage, especially liquid material, 
is an important matter. All garbage, including 
tin cans, should be burned in an incinerator. This 
is easily made. A bowl-shaped inclosure is 
formed of stones, one side being left open 
for wind and fuel. All solid refuse will easily 
burn. 

Unless the incinerator is very large, and you 
have plenty of fuel, the liquid material, such as 
dishwater, will be too wet for the incinerator. A 
separate pit with a rock drain may be used for 
this material. You will find that wood ashes 
dumped into this pit will render it objectionable to 
insects. Use chloride here occasionally. 

The boys can be taught to use care in disposing 
of papers, orange peels, tinfoil and similar things. 
These should be thrown in small receptacles con- 
veniently located for that purpose. 

Never permit the use of a common drinking 
cup at the well or spring. Each boy must bring 



CAMPING NOTES 237 

his own cup, dip up the water with a dipper, and 
pour it into his cup. Safety first ! 

Leadership and Discipline 

The camp will be in charge of a Camp Director 
who has absolute control of the camp. His word 
is final and he commands immediate obedience and 
respect. He is assisted by a staff which may in- 
clude a Physical Director, the Chef, the Steward, 
the Camp Physician, the Commodore of the camp 
fleet, the Educational Director, the Life Saving 
Director, the Quartermaster and tent leaders for 
each tent. 

There may also be an Officer of the Day, 
selected from among the leaders by rotation, who 
must see that the camp details fulfill their duties. 
The duties of the other officers are sufficiently 
obvious. 

These camp officers, including the tent leaders, 
form a Camp Council, which meets each day to 
consider matters of general importance. 

The details for camp duty are selected by rota- 
tion; there being a Cook Detail, a Sanitary De- 
tail and a Wood Detail. The Cook Detail must 
help the Chef all day, not leaving camp without 
his permission. The Sanitary Detail must sweep 
out and take care of the latrine and pit. The 
Wood Detail must provide wood for the Chef, 



238 



CAMPING NOTES 



getting enough extra to take care of breakfast the 
following morning. Special boats are set aside 
each day for the details of the preceding day. 
Thus the boys are generally glad to go on a de- 
tail, in order to get the boats. 




THE COOK DETAIL (K. P.) 



There are certain camp rules which must be 
enforced in all camps, and these should be clearly 
explained to each new group of boys. These are 
as follows: 



No tobacco 
No firearms 
Swimming at 

hours only 
Sanitary rules 



Neatness with refuse 
Pay for losses and 
certain breakage 

Avoid felling trees or 
cutting bark 



CAMPING NOTES 239 

Avoid hay-fields until Ask permission before' 
mowed leaving camp 

No standing up in Good table manners 
boats expected 

Help the other fellow 

When boys break the camp rules and must be 
punished, avoid the scheme of making them work 
as a punishment. Putting in this way a stigma 
upon work is a short-sighted plan, and may work 
harm to the boy. Arrange to have all work earn 
something in the way of special privileges ^— do 
not make it something to be ashamed of. .A 
common punishment at camp is the loss of one or 
more swims. This will be about all the punish- 
ment needed. 

An effort should be made to get discipline, from, 
within. The right tent leaders will foster a spirit 
of cooperation, so that no measures of discipline 
will be necessary. Let the boys discipline them- 
selves. In this way a camp morale will de- 
velop. 

Educational Activities 

In a Scout camp there is much to learn and 
many tests to pass. Each morning between in- 
spection and the morning swim should be given 
over entirely to Scout instruction and tests. 

A record of each boy's standing is kept at 



240 CAMPING NOTES 

Headquarters, and with this before him the Ed- 
ucational Director assembles all the campers. 
They are promptly divided into classes in accord- 
ance with their individual needs, and these classes 
last until the morning swim. 

There will be sections in first aid, Morse 
signaling, semaphore signaling, nature study, 
cooking, tracking, map work and many other sub- 
jects. The first class Scouts are released to work 
on merit badge requirements. Every facility for 
passing the whole Scout curriculum should be pro- 
vided. Many aquatic tests are passed during the 
swimming period. 

Nature study is especially important. It is a 

real pleasure for a boy to be able to call the 

trees, birds, flowers and ferns by their names, as 

he takes a hike into the woods. The lad who 

knows nothing of nature is then like a man in a 

great crowd who sees about him a multitude of 

faces, but not one that he recognizes.- Surely the 

more we study nature, the closer we get to God. 

In every community there a-re men interested 

In nature and the out-of-doors. Bring them to 

camp to conduct bird hikes, tree hikes, and hikes 

for ferns and flowers. Have lectures on geology, 

butterflies and the stars. Use star charts and 

have an evening hike to explore- the heavens. 

In taking the tree, fern and flower hikes, it is a 



CAMPING NOTES 241 

good plan to name each specimen in the field, and 
to bring one of each into camp. These are lain 
on the ground in a row, and the boys, one at a 
time, try to identify them. In this way all the 
boys will learn many specimens. Make a game 
of it, with some small award to the winner. 

For bird study the boys will have to " get up 
before breakfast '' and will need field glasses. 
An expert will be needed to guide the party and 
help with the identification. 

The Wantonoit Club, orginated by Professor 
Henry W. Brown, of Colby College, Waterville, 
Maine, is well worth putting into any camp. The 
scheme is built around an attractive diploma 
which is issued to all campers who know and rec- 
ognize two hundred or more natural objects. 
The diplomas may be obtained from Professor 
Brown, and cover minerals, planets, stars, con- 
stellations, fungi, mosses and lichens, ferns, 
flowers, trees, shrubs, molluscs, insects, fishes, rep- 
tiles, birds, mammals, microscopic forms and mis- 
cellaneous. 

Honor Emblems 

Camp emblems are a source of pride to every 
boy. It is possible to make these emblems a 
means whereby the campers may be developed 
materially in every worthy way. The following 
camp emblem plan is suggested: 



242 CAMPING NOTES 

Scoutcraft 20 points. Merit Badge Scout, 20 
points; First Class Scout, 15 points; Second 
Class Scout, 10 points, and Tenderfoot 5 
points. 

Physical 20 points. If cannot swim, deduct 
10. Bad posture, deduct 10. 

^ Social 20 points. Neatness, popularity, 

participation m activities. 

Mental 20 points. School grade in relation 
to age. Identify 10 ferns, 10 trees, i 
flowers and 15 birds. 

^ Moral 20 points. Reverence, conduct, will- 
ingness, Scout spirit, helping the camp. 

To win Maroon Emblem — 90 or more points 
(Must attend 4 weeks.) 

To win Blue Emblem — 75 to 90 points 
(Must attend 2 weeks.) 

To win Green Emblem — Below 75 points 
(Must attend I week.) 

Religious Instruction 

With the exception of asking the blessing for 
every meal, most Scout camps do not have daily 
religious services. On Sunday there is of course 
a service, either at camp or at a nearby church. 

^ Those who do not stand higher than lo in these two sub- 
jects may not win higher than the Green Emblem. 



n 

I 



CAMPING NOTES 243 

Catholic boys should be sent to Mass, and should 
never be asked to attend a Protestant service. 
The Jewish boys should hold a Bible class of 
their own. 

The Scout Law says that, *' A Scout respects 
the convictions of others in matters of custom and 
religion." The religious services must always be 
arranged so that no denominational convictions 
need be offended. 

A service at camp is a splendid thing. Hold 
it in the open, and do not have it too long. Never 
excuse any boy from church except as above men- 
tioned, or in case of severe illness. 

Visitors 

Visitors should be encouraged at camp, but 
only at certain well-defined times, when they may 
be welcomed and taken care of properly. 

It is well to keep a visitors' book in which to 
record the names of those who come. Thus a 
record of those who may be interested in the camp 
for financial and other support may be obtained. 

A Few Suggestions 

Try a strap iron grate over the incinerator on 
which to heat water. 

W^ood ashes in pits repel insects. 



244 



CAMPING NOTES 




IRON GRATE FOR HOLDING BOILERS OF DISHWATER 

To make a hat rack for your tent, take three 
forked branches, trim sHghtly, tie together, and 
then spread into a tripod. 




Camp Hat Reck 

e together before spreading.) 



ONE USE OF FORKED BRANCHES 

Tie a fork onto the rear vertical of your tent 
with a rolling hitch. You can adjust this to any 



CAMPING NOTES 



245 



height, hook the rear wall onto it, and use it for 
a coat hook. 

To hold up tent walls where there is no tape or 
cord attached to the tent for that purpose, try 
the following: Slide the long end of a fork into 
the eye splice of each rope, where it will stay 
without fastening, even when the tent wall is 



To hold up wall5 
vse forks pushed 
through eye bplices 





cs^ 



M^' 



How forks masf be used to fsbtcn 
tent walls. 



CAMP WRINKLES 



rolled and supported by i't. One end of the fork 
must be longer than the other. The end which 
goes through the eye splice must not be too 
pointed, lest it may penetrate the tent fly. 

The best tent clothesline is small sash cord. 
Stretch this across the verticals. 

Be sure all nails are removed from verticals 
and ridges before taking down the tents, in order 
to avoid tears. 



246 CAMPING NOTES 

In sliding the ridge out of the tent look out for 
slivers. 

Wire your oarlocks into the boats. 

Rain shrinks guy ropes, pulls out stakes and 
grommets, and bends ridges. 

Sunshine slackens guy ropes. Then look out 
for windstorms. 

Giant safety pins convert blankets into sleep- 
ing bags. 

In sleeping on canvas cots, you will need more 
blankets under you than over you. 

Long, pointed forks with the small side very 
short are excellent to guy down tent walls. 

Damp tents will mildew when stored away. 

Rats like candle grease on cots. They eat the 
cots with the grease. 

A mixture of Rough on Rats and cornmeal will 
discourage rats, mice and squirrels during the 
winter months. 

Store away a few moth balls with each tent. 

Your camp library should include song sheets 
and hymn books. 

Large dripping pans are the best things for fry- 
ing purposes. 

White oilcloth is a good camp investment. 

So is a camp wheelbarrow. 

Freeze your own ice cream — it costs very lit- 
tle. 



CAMPING NOTES 247 

Don'ts 

Don't relax vigilance on swims for an instant. 

Don't tolerate carelessness regarding sanitary 
rules. 

Don't let down on thorough inspections. 

Don't ignore small cuts and pains. 

Don't assume that the drinking water is all 
right — have it tested. 

Don't overlook the importance of social activi- 
ties. Keep something doing all the time. 

Don't forget that your success will depend 
greatly upon your care in preparing for leader- 
ship, commissary, and safety. 

Don't go to camp for what you can get out of 
it — go for what you can put into it. 

Don't expect the boys to obey any Scout Law 
which you are prone to overlook. 

A Day at Camp 

In planning a camp it is important to make out 
a daily routine and follow it carefully. A day in 
camp is described below in order to show how one 
camp worked out this daily schedule. 

Reveille. (6:30) 

The sleepy bugler who blows this call has been 
aroused by the camp Chef whose trusty alarm 
clock starts the day's activities. 

After a minute or two the clear notes of As- 



248 



CAMPING NOTES 



sembly are heard, and one by one the sleepy lads 
turn out and fall into line in their pajamas. A 
husky committee of one is appointed to drag forth 
one delinquent who has overslept. 

The corneti'St-bugler plays '' The Star Spangled 
Banner " as the boys salute Old Glory, now 
slowly floating at the peak of the tall flagpole. 




AIRING BLANKETS 



There is a tang to the air, and the vigorous 
exercises under the direction of the Physical Di- 
rector are welcome. Then all in for the morn- 
ing dip ! 

While the '' Polar Bear Club " are enjoying 
their dip (this not being compulsory), the other 
lads are scrubbing up and brushing hair and 



CAMPING NOTES 249 

teeth, rolling up tent walls, and putting blankets 
out to air. 

Conversation is heard on all sides : 
** Did you go on the bird hike this morning? " 
*' Sure. Got up at five. About ten of us 
went. Had a fine time. Saw a scarlet tanager." 
''AH out of the water. One, two, three — " 
" Say, I went in latter than the rest — " 
" Four, five, six, seven — " 
" Aw, have a heart! " 

" Eight, nine, nine and a half, nine and five 
e-i-g-h-t-h-s — '' 

" How many birds did you see? " 
" We saw twenty-nine, but I didn't see all of 
'em.'' 

" Hey, Shrimp, you're docfked your moBning 
swim if you don't get a wiggle on." 
" All right, here I come." 
" Ten." 

" Bill, for the love of Mike get busy and make 
your bed." 

" Can't, I'm on Cook Detail." 
" Same old story. Well, I'll police the tent 
if you make the bed. We've just naturally got 
to win that Best Tent pennant to-day." 
" Righto." 

" Why didn't we get It yesterday? " 
" Matches under Jake's cot." 



250 CAMPING NOTES 

'' What right has Jake got to carry matches? " 

The conversation is interrupted by the staccato 
notes of Mess Call, always welcome at camp. 
The boys form in line by tent groups, and file 
into the mess hall; each group having a separate 
table with the tent leader in charge. A blessing 
is asked by one of the leaders; this being done by 
each leader in rotation. A waiter from each 
table is then sent to the Chef's serving-table, 
whence the food is brought in large bowls and 
platters to each table. This is served by the tent 
leaders. The breakfast hour is at 7: 15. 

After breakfast the waiter for this meal, to- 
gether with the waiter for the next meal, clear 
off the table, carrying the serving dishes back to 
the chef, and wiping the table clean. These lads 
serve by rotation. Each boy washes his own 
dishes and puts them back on the table in their 
proper place. The dishtowels are furnished by 
the individual boys, and are inspected daily. The 
serving dishes are washed by the wellknown and 
adored K. P. squad. 

The dishes are scraped into a large galvanized 
can, washed in a boiler of soapy water, and rinsed 
in a boiler of clear water. Long-handled dish- 
mops are used freely, and woe betide the boy who 
washes in the rinsing water first. 

Inspection at 8 : 00 o'clock is next on the pro- 



CAMPING NOTES 251 

gram. All tents are rolled up, each cot is neat, 
the ground is clean, and sometimes even swept 
with a broom abstracted from the kitchen (in the 
chef's absence). 

The inspection is thorough. It starts with the 
dishes on the table, and sometimes even includes 
the opening of the suit case. The first tent loses 
out because of a smoky lantern. The second 
looks very neat. The voice of the Director is 
heard from inside the third: "Who owns this 
pair of tights? " 

" I do,'' replies the culprit, promptly. 

" Take 'em out on the clothesline, where they 
belong," is the order. 

" Three groans for Dick's watermelon tights," 
says some one. The three groans are given 
heartily. Finally the last tent is inspected, and 
the pennant is awarded to the Wolves, who cheer 
themselves twice. 

Frequently the Director has the boys police the 
camp while the tents are being inspected, thus 
saving considerable time. The latrine is in- 
spected at this time also. 

Directly after inspection all the campers are 
assembled and the educational man sorts them 
into groups for Scout instruction — a real out- 
door school — a school where the boys learn by 
doing, and where things are learned because the 



252 



CAMPING NOTES 



boys really want to know about them. Each boy 
is assigned to a class, or sent to do a given stunt 
in line with the test he needs most. 

The leaders who give examinations note on 
small cards any tests passed, and these cards are 
afterwards posted onto a book kept for that pur- 
pose. Cooking tests, craftwork, signaling, first 




ASSEMBLY FOR INSPECTION 



aid, tracking, athletic records, and similar Scout- 
craft occupy the time until the 1 1 : oo o'clock swim. 
When the swim call sounds, all quick-change 
records are broken, and everybody assembles on 
the beach. No one enters the water until the 
proper leader says, '' All in." One large splash 
occurs immediately. 



CAMPING NOTES 



253 



Patrol boats and canoes containing the doughty 
life saving crew ply back and forth, on the watch 
for accidents. Rope coils are handy, and life 
preservers are slung to a convenient tree. No 
one is allowed to touch a patrol boat. 

In about fifteen minutes the leader calls, ^' All 
out,'' and counts slowly to ten. The boy not out 




" ALL IN ! " 



at the count of ten loses his next swim. The pa- 
trollers now enjoy their swim, other boys patrol- 
ling for them. These patrollers are the older 
boys, and are expert swimmers. 

The swim sharpens appetites for dinner, which 
is served at noon, the procedure being the same 
as at breakfast. Between this time and 2 : 00 



254 



CAMPING NOTES 



o'clock is the rest hour. The boys patronize the 
camp bank, store and library. The camp store 
or canteen sells candy and fancy cookies, and 
sometimes ice cream. No active games are al- 
lowed during this hour. It is an ideal time to 
write home that long postponed letter. 

Athletics, hikes and various sorts of outdoor 




"ALL OUT!" 

sports occupy the time until 4: 30, the afternoon 
swim. 

Supper is at 6:00 and retreat at 6:30. Di- 
rectly after retreat the camp leaders get together 
for a brief conference on the problems of the 
following day. In some camps this is held di- 
rectly after inspection in the morning; in others 
the evening is preferred. 



CAMPING NOTES 



255 



It soon begins to get dusk, and now is the time 
for unrest at camp. Now above all times must 
the leaders start games, and keep the boys oc- 
cupied. If mischief, trouble or homesickness are 
going to crop out, now is the time to expect them. 
The remedy is plenty of strenuous activity. 

About this time the Director will hear rumors 




WRESTLING MATCH AT CAMP 



of a watermelon party one of the tents is going 
to have, to which nobody is invited; rumors of a 
raid on the aforesaid tent, etc. 

He may note a sign securely affixed to one of 
the tents with chewing gum, reading: *' No 
Tent Rats Allowed! " or, " Prayer Meeting To- 
night; All Welcome.'' The rookies will hear 
prophecies of terrible initiations which never take 



256 CAMPING NOTES 

place, darkly whispered, and they will grow sus- 
piciously indifferent or suspiciously nervous. An 
elaborate funeral piece made of cinnamon fern, 
clematis, and a purple necktie will mysteriously 
appear on some one's cot, and a pair of pajamas 
will be found at the top of the flagpole. 

But after a few games are in full swing the 
boys soon get tired and are glad when the Camp- 
fire Committee report that '' she is ready to 
light." 

Wrapped in coats and blankets, with the rush 
of the flames and the ruddy glow of the fire cast- 
ing purple shadows into the darkness, the tired 
campers sing songs, tell stories, and give their 
old fa»miliar camp yell. Against a woodsy back- 
ground of mysterious night noises, shadowy trees 
and the lapping waters of the lake, the fire paints 
many a picture never to be forgotten. 

Then clear and sweet from across the campus 
comes the notes of Tattoo. And adfter a farewell 
song and the Scout Benediction, the sleepy lads 
prepare for the night. 

And then Taps. 



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